193,198 Commits over 4,049 Days - 1.99cph!
added default formation Formation to Board protobuf
Added FX for NPCs receiving welfare
Pedestrian NPCs no longer drop their items on death
Oops, don't comment out Bill's code.
Cleaned up all warnings outside of the building system
Fixing some stuff that was broken in CLIENT or SERVER modes from the meth_cooking branch. Leaving OnInteract in ItemContainerEntity broken as it's more complex to fix.
Created a unified inventory access to treat multiple inventories as one. Unified IItemRequestReceiver all into the base Character class except for the shop hack.
loaded map indiciator/events
Behaviour widget tooltip auto size
Unified the NPC buying code with the player's shop buying code and moved it all into the new Character.IItemRequestReceiver. Fixed a couple of bugs in the process
Various cooking related fixes
Building construction state progress now better reflects required materials and construction time remaining
Building addon progress in building hovered indicator, can't build addons and upgrades at the same time
ValueOfItemToMachineSettings -> ValueOfItemToBlackboardMachineSettings
Replacement radtown stuff
No longer possible to add upgrades to a building whilst one in under construction
Added ItemIntention keyword, minor keywords refactor
Removed SmartReservations as a concept
Fixed missing ragdolls on humans
Fixed connection issue
Adjusted collision impacts
people no longer stop upgrading buildings every tick
lowered cost of netting
stuck objects/decals on spinner actually spin
Added fuzz mask option to cloth shaders
Fixed all shader warnings related to the use of UNITY_MATRIX_MVP and UNITY_MATRIX_MV
Added left/right hip attachment points for humans, re-made view prefabs
first cover pass around core
Fixed RichText not working in GoalPlanSettingsEditor Blackboard read/write display
Added more Conversations component boilerplate, ConversationsComponentSystem, sample data
Let's not create generic find desires for building materials.
Launch site greybox progress + puzzle layout
Enabled entity pooling for tool cupboards
Enabled entity pooling for sleeping bags
made map file bar a prefab
Enabled pooling for decorative entities (rugs etc)
Shelves use DecorDeployable and support pooling
fixed up broken hex blocks. working on 18