202,448 Commits over 4,171 Days - 2.02cph!
Animal eats in chunks, logics inbetween bites, will leave uneaten food if full, will follow food trails
ListHashSet has Clear and AddRange methods
Update car setting
Added boost sfx
Foliage seed is stored on the cell
Added xz & y wind attenuation via vertex color rr & g
Added BaseSelectedUnitWidget, for UI widgets that hook into player selection events
Build and craft UI improvements
overgrowth tint tweaks
terrain grass texture tint alignment (works on the same colour level as overgrowth)
Desires.ProvidesDesiredItem skips desires not matching ItemDesireType.Find
Reduced size of StudioRenderContext_t slightly
Replaced usage of ICallQueue with allocation-less & refcount-less queue for multicore rendering
Small optimizations to MeshBuilder::AdvanceVertex, CVertexBuilder::*3fv methods
Replaced implicit constructor for StudioRenderContext_t with memcpy
Removed height params from foliage wind anim; controlled by green vcolor channel now
Player controller UI blocking tweaks
Desires.IsDesiredItem also filters by ItemDesireType.Find
lodded all road hexes with sidewalks, currently re-mapping them
Fixed skins not working on chair, fridge, bear rug, rug, hide shirt
Added generate manifest warnings when item not found on skinnable
Ramps now boost on front wheels down
terrain grass texture tint tweaks end
Need to put this into plugins project
Automated Linux Build #602
Automated Linux DS Build #602
Couple of extra bits of debug info for buildings
Automated Windows Build #602
Fixed small hut building prefab having disabled view component
Conditions.HasPlayerDesire supports filters
Building goals use better desire condition
Fixed keep item desires not being removed when people drop stuff
lodded and added universal material to all hex blocks
Unit item bar widget added
DispenserDesireWeight only writes to blackboard when an unlocked interaction is found
Items actually get destroyed by dispenser depletion when applicable
UI fixes
Item bar callbacks actually do things
blocked attachment points no longer directly use the Dictionary in the Data
Fixed Unit.Items.OnUnitDroppedItem being invoked before the item had been removed from the Item component's array
UI shit
UnitAttachments.CanAttach rework/comments
Added global wind control via windzone