17,530 Commits over 1,614 Days - 0.45cph!
CarryUnit also nulls the unit.ContainedBy property
Various cook/corpse related AI tweaks
Actions.DropUnit will no longer fail and break if the unit isn't attached
Removed misplaced event invoke in Items.Add
Crafter will drop crafted items if there isn't a stockpile for them
spit has vertex colours and correct material for visual building
Fixed a bug in which unlocks with a necessity requirement would get unlocked even if the mode wasn't necessity fulfillment.
Removed some unnecessary calls to Unlock method.
Progression data changes.
updated crafting table asset to use AP_xx naming convention
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing
DepositEntity Machine mode now requires MachineProcess read from blackboard
fixed equipping items from containers
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
Added GameOverReason value to UI when the game is er... over
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
Fixed Container not being initialized by Stockpile or ItemContainer
Fixed container attachment points array being empty
Moved editor shader globals update to WorldManager
Fixed consume from cooked corpse playing eat anim before picking up meat
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
TOD long/lat is in Newport
Building construction logging added to debug window.
Fixed UIElement.enabled being set before the state tweener had finished
Fixed UIElement.Hide without animation not disabling the component
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Re-enabled collaborations navmesh agent update toggles
Container defines its own MaxEntities value, uses attachment point count when container is set to use them
ContainerParameters.OnValidate calculates the max entity count if there are any max entity counts defined
Actually fixed UIElement.Hide animate skip not disabling the component
Fixed container.MaxEntities being 0
Biome controls water color
Drag selection fuckery
Fixed LMB not clearing selection
Fixed drag selection eating clicks
DataBrowserTab destroys old editors
ticked parent on deposit, zero on deposit, use attachment poitns
Fixed ItemContainerParameters Editor.
Container now uses one list of entities and item types that can be defined as being a whitelist or blacklist.
Added ContainerParameters.DisableTriggersOnDeposit option
moved the AP s on craftin table
remade crafting view model