201,553 Commits over 4,171 Days - 2.01cph!
Removed redundant Hapis APC path files
knockback unit experiments
New crafting UI, crafting station order creation
Moved some utility stuff out of CraftableParameters and into CraftingUtility
CraftingWidget now only shows items that can be crafted at the target station
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
Crafting station UI indicator fixes
DM ignores entities that are not enabled
Spicebush prefab settings
Fixed NRE in CraftingWidgetIndicator.OnMouseOver
Fixed knowledge overlay showing disabled entities
Disabled warnaserror on this branch
Crafting and GroupNecessities persistence WIP.
Some fixes to loading.
BaseEntitySettings.IsStatic now exposed to editor
Vehicle component boilerplate
Added AIActions.SetViewParent with various modes
Fixed bad data path for Necessities.
Moved all NecessityDefinition to correct folder.
Fixed renderer states not being nicely cached when we toggle an entity's view
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
Cache active renderers at the end of UnitView.Setup
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
Fixed crafting widget indicator getting stuck in a hidden state
Working on NPCs and bugs.
Clean up errors when in #CLIENT only
Fixed inventory UI particles; switched shader to ui-ext/particles/add
First pass on StatusEffects framework
Effects are defined via a definition file in Resources/StatusEffects/
Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
Smooth movement for proxy characters - actually better than the old system.
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Refactoring weapons backup
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing)
Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active
Enabled poison VitalNote and filled in the text so it reads correctly
Status Effects can now apply damage over their duration (standard DamageTypes list implementation)
Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
Moving stuff around part 1
fixed DSE element order in Crafting module
Misc cleanup of crafting related code
Misc touch-ups and fixes for AI.
Added workshop skin download timeout / skip