202,430 Commits over 4,171 Days - 2.02cph!
Cherry picked vertex alpha blend type changes from snow_biome_revamp
Temporarily subtracting BoneFollower changes
Fixed rust/std terrain-blend shadergui merge shenanigans
Lots of Cmd and handling changes
AI Module groups can now specify which unit class they're default on.
Also Reorderable list of modules.
Each unit should now have the right movement management AI.
Debris now respawns better
Supermarket texture fixes
Work on lot editing and placement system.
DSE on validate ensures that selector conditions always have a desires result of true
Moved selector assets to conditions folder (fixes them not showing in data browser)
AI designer nodes show selectors with labels
Added blue noise to penumbra shadow filter
Increased penumbra shadow noise
Twaked grass shadow intensity filter
Fixed player controlled movement speeds
workbench restrictions
workbench UI notifications
workbenches
blueprint work
Missing selector and tidy up of movement management
tons more Cmd/Messenger/Network refactoring.
more logging stuff.
fixed (?) GameLogger file violation errors, caused by bad init order
Various character refactoring
Removed some redundant Messenger code
Isolated clothing changes
working on checkpoint effects
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
workbench 2 & 3
crafting speed bonuses
hide quickcraft items if not at workbench
+use on workbench opens crafting window
renamed AI module groups to "packs"
map no longer needs a map item
map item uncraftable
F key toggles lights on car
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
Humans now have AI for dropping undesired items.
File candidates for nature tweaks.
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
HeldItem stuff. Not sure this is a good implementation here, but it works.
Missed saving a couple of files in the previous commit
OnDirtyEvent for held items
CanHoldItemNow/CanBeHeldNow refactor
vending machines can buy/sell BPs just like any other item
Mainly refactoring inventory to simplify
Blah blah, refactoring character
Refactoring some of the easy stuff
Turned What's New back on
furnace costs 100 less wood
furnace no longer starts with wood
can pick up furnace if empty + hammer equipped + cupboard
can pick up fridge if empty + hammer equipped + cupboard
can pick up large storage if empty + hammer equipped + cupboard
can pick up small wood storage if empty + hammer equipped + cupboard
shelves can be placed overtop of existing boxes
Can now light torches with other lit torches