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Items actually get destroyed by dispenser depletion when applicable
UI fixes
Unit item bar widget added
DispenserDesireWeight only writes to blackboard when an unlocked interaction is found
lodded and added universal material to all hex blocks
Fixed keep item desires not being removed when people drop stuff
Building goals use better desire condition
Fixed small hut building prefab having disabled view component
Conditions.HasPlayerDesire supports filters
Automated Windows Build #602
Couple of extra bits of debug info for buildings
Automated Linux DS Build #602
Automated Linux Build #602
Need to put this into plugins project
terrain grass texture tint tweaks end
Ramps now boost on front wheels down
Fixed skins not working on chair, fridge, bear rug, rug, hide shirt
Added generate manifest warnings when item not found on skinnable
lodded all road hexes with sidewalks, currently re-mapping them
Desires.IsDesiredItem also filters by ItemDesireType.Find
Player controller UI blocking tweaks
Removed height params from foliage wind anim; controlled by green vcolor channel now
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
Desires.ProvidesDesiredItem skips desires not matching ItemDesireType.Find
overgrowth tint tweaks
terrain grass texture tint alignment (works on the same colour level as overgrowth)
Added BaseSelectedUnitWidget, for UI widgets that hook into player selection events
Build and craft UI improvements
Added xz & y wind attenuation via vertex color rr & g
Foliage seed is stored on the cell
Update car setting
Added boost sfx
ListHashSet has Clear and AddRange methods
Animal eats in chunks, logics inbetween bites, will leave uneaten food if full, will follow food trails
Refactoring, making everything less insane
Moved and updated proto premake script
Changed all non-terrain occluders to use the same material
Fixed culling ignoring terrain occluder holes; e.g. caves, etc..
added entity.spawnitem (spawns item in world, where looking at)
Can use entity.spawn in debug camera/spectator mode
Client and Server convars can share the same name
Animals will eat dropped food if they're hungry
Added MainCamera.Raycast
Convars can specify a name
Convars can receive Vector3
Added ai.ignoreplayers
Ai BusyTimer has an OnFinsihed callback