192,970 Commits over 4,049 Days - 1.99cph!
BlackboardInteractionPlans injector takes first interaction plan instead of evaluating and comparing all of them (fixes people prioritising items over resources).
[D11][UI] Crafting Queue is now acceasble and queued items can be canceled
Placeholder UI that shows when the game isn't connected to server
Invoke construction started event on main construction.
Changed decay order so we always require at least one item to repair when decay starts.
BuildingRequirementFact listens to OnConstructionStarted
Fixed a couple of gang issues,
Added a compoent for HH game mode
Fixed a bug with RPC cache where it wasn't caching private methods.
BuildingRequirementFactProvider sorts plans for the unit querying from FactSelector, sorts data
[D11] frontend/bootstrap integration WIP. Further split down the actual bootstrap. More work on the optimizer; gave up on heuristics and the exhaustive search is too big (like factorial(50)), so it just simulates a reasonably large number stochastic timelines and picks the one which completes in the shortest possible time.
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Can right click rotate camera in customisation editor in addition to middle click
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[D11][UI] First pass of note panel
UI widget editor bits, removed CloseOnEscape component and replaced with functionality in UIWidget
Debug editor bits
[D11] Add the PS4 Common Dialog plugin before I forget
bulkframe files and prefabs + texture variants
Facts debug slightly more informative.
Goals can now have goal overrides and goal plan overrides.
Building Goal overrides idle Goals.
Fixed next interaction being able to override itself.
attachments editor cleanup, spear data
[D11] Fixed class name for serialization
Fixed GameMode dependencies not getting cleaned up when quitting as client.
Fixed PlayerComponents getting added multiple times when a player reconnects.
[D11][UI] Missed added file
[D11][UI] Highlighted equipment will now display changes to values
unfinished altar stuff, mostly checked in to get out out of my added list in plastic
Added folders etc. to be able to start adding asmdef to all seperate game modes.
spear attachment point offset data
Platform stuff, rebuilt cust DB
Update entity view LODGroup.size at runtime via debug flag, expose value to data browser
Fixed some init order issues that were breaking things once another player joined
wip click-through tiles.
fixed burner not having a collider??
gameplay layer collision matrix changed to have no collisions with other layers.
forklift colour is determined in detail map layer of material - added mask texture
material ID re-ordering fix for static bradley
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more WIP because shit's complicated
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Fixed criminal init issues
Fixed PlayerComponent adds properly