17,530 Commits over 1,614 Days - 0.45cph!
added grass to presapwned items and crafting table
Fixed ItemFilterSet not correctly filtering consumable items.
Fixed DataBrowserTab editor destruction not using DestroyImmediate
Consume From Dispenser requires free right hand
Biome editor tweaks
AI designer destroys old editors
BiomeSettingsEditor fix
Island 1 tweaks
Possessions should now check if another item can fulfill a requirement when a required item is dropped.
Dropping undesired items should now mostly rely on Possessions.
Player controller cleanup
Moved cheats (god mode, death touch, and new instant build) to Cheat class, which creates console commands on init
Fixed cheat cmd formatting
Player controller now generates commands for target entities without requiring any units to be selected
Fixed drag selection preventing left click to select
Holding left shift when placing a building will let you place additional buildings of the same type
Fixed cheat commands errors when invalid argument count is given
Removed building upgrade and addon interactions (now accessible via radial, UI WIP)
Removed craftingWidgetIndicator/button to open orders widget (now accessible via radial)
Succesive building placement no longer sets bad gamespeed
Fixed potential NRE from BuildingEx.HasAvailableUpgrades unlock check
Building management UI basics
BaseEntityRef protoinclude fixes
Fixed EntityRef causing error on save
Fixed building radial for upgrades opening the management window for addons
Fixed NRE in BuildingManagementWidget
Fixed NRE in HighlighterInternal when removing clothing
Building management UI is now functional
Building editor tool support for rendering previews for addons and upgrades
Building inspector exposure for new upgrade/addon fields
Fixed item tooltips showing bad Crafted/Placed by text
Fixed NRE in Item.BuildDescriptionString
Added misisng PersistedEntityComponentData protoInclude for Vehicle.PersistedVehicleData
Updated Facepunch.Steamworks
Added generic value readout UI element, used in tooltips to show building requirements, machine process status etc
Fixed FuelToEffect process not showing in tooltip
Fixed UI being interactable when invisible (via F10)
Removed EntityInspectionWidget's hardcoded management of building panel visibility; using HideWidgetsOnActivate instead
Fixed NRE in TooltipWidget when the target building has an addon under construction
Fixed "skip to morning" feature not re-enabling physics simulation...
Fixed NRE in Item.PlaceItem
Unlock notifications auto-hide after a few seconds
Cleaned up Relationships persistance, using UnitRef to avoid issues with dead units when loading a saved game
Fixed relationships not loading properly
Knowledge overlay widget no longer requires a selected unit, also filters entities by BaseEntitySettings.ShowInKnowledgeOverlay
Building status indicator UI basics
Cleaned up CameraOcclusion and removed the debug line drawing
Building placement/completion FX bits
Wall placement validity checks
Building placement full reset between session (fixed errors when starting a new game while placing a wall)
Compile fix, wall placement fixes
More wall placement fixes
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
All behaviours can now specify required attachment points.
Sleeping behaviours required hands, shoulders and chest to be free.
Units can now also be dropped to unblock attachment points.
Buildings no longer owen.
Added frame rate limit (vsync) to options
Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms)
Fixed some social commands being exposed for dead units
Fixed edge scrolling option not working
Fixed resume on startup option not working
Fixed Building.IsUsable returning true while the building is being deconstructed
Fixed Building.CanBeConstructed returing true when the building is being deconstructed
Fixed typo in ownable entity descriptions
Fixed building deconstruction not stopping when builders stop working
Fixed options dropdown alignment
Editor : Fixed NRE in Form.Create
Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads
Removed Before.Description attribute (using System.ComponentModel.Description instead)
Fixed player controller not getting default smartObject interactions for units
Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction