201,448 Commits over 4,171 Days - 2.01cph!
Working on vehicles, plus extra fixes for #defines
2h and 1h staff setup WIP
NPC roaming works.
NPCs properly damaged by spells.
Manually spawned NPCs not stuck anymore.
Vehicle work, plus removed some listen server things that were only relevant in the old system
Fix classic bug in MaskCollisions
More weapon stuff
Manifest
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All signs, banners, frames now repairable
water purifier can no longer be placed on barbecue
Crafter will drop crafted items if there isn't a stockpile for them
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
spit has vertex colours and correct material for visual building
can now buy mods at the market
So much 3rd person stuff I don't even remember it all.
Tweaked icon rendering
Made schema output to two files (so we don't have to manually delete stuff from the json file)
This week's skin approvals
unit detail view card mod slot UI now works
mod inventory appears on unit detail card when browsing player owned units
Birch trees textures and material
Fixed a bug in which unlocks with a necessity requirement would get unlocked even if the mode wasn't necessity fulfillment.
Removed some unnecessary calls to Unlock method.
Progression data changes.
updated crafting table asset to use AP_xx naming convention
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing
DepositEntity Machine mode now requires MachineProcess read from blackboard
fixed equipping items from containers
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
Added GameOverReason value to UI when the game is er... over