192,983 Commits over 4,049 Days - 1.99cph!
Fixed "skip to morning" feature not re-enabling physics simulation...
Fixed NRE in TooltipWidget when the target building has an addon under construction
Removed EntityInspectionWidget's hardcoded management of building panel visibility; using HideWidgetsOnActivate instead
Fixed UI being interactable when invisible (via F10)
Fixed FuelToEffect process not showing in tooltip
Added generic value readout UI element, used in tooltips to show building requirements, machine process status etc
Updated Facepunch.Steamworks
Added misisng PersistedEntityComponentData protoInclude for Vehicle.PersistedVehicleData
Fixed skybox mismatch with reference
Fixed base env reflections
update amplify shader
randomize team color
Fixed NRE in Item.BuildDescriptionString
Fixed item tooltips showing bad Crafted/Placed by text
Building management UI is now functional
Building editor tool support for rendering previews for addons and upgrades
Building inspector exposure for new upgrade/addon fields
CShaderAPIDx8::OverrideBlend no longer fucks up CTransitionTable::ApplyAlphaBlend
CShaderAPIDx8::OverrideBlend can now override blend operation
Added render.OverrideBlend (sry render.OverrideBlendFunc)
BLENDFUNC enums
Fixed NRE in BuildingManagementWidget
Fixed NRE in HighlighterInternal when removing clothing
Fixed building radial for upgrades opening the management window for addons
Fixed EntityRef causing error on save
BaseEntityRef protoinclude fixes
Building management UI basics
Fixed potential NRE from BuildingEx.HasAvailableUpgrades unlock check
Succesive building placement no longer sets bad gamespeed
Player controller now generates commands for target entities without requiring any units to be selected
Fixed drag selection preventing left click to select
Holding left shift when placing a building will let you place additional buildings of the same type
Fixed cheat commands errors when invalid argument count is given
Removed building upgrade and addon interactions (now accessible via radial, UI WIP)
Removed craftingWidgetIndicator/button to open orders widget (now accessible via radial)
move previous fix in to CBaseAnimating
Fixed cheat cmd formatting
Player controller cleanup
Moved cheats (god mode, death touch, and new instant build) to Cheat class, which creates console commands on init
Possessions should now check if another item can fulfill a requirement when a required item is dropped.
Dropping undesired items should now mostly rely on Possessions.
Fixed build preprocessing stripping certain conditional models from foundations and roofs
BiomeSettingsEditor fix
Island 1 tweaks
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents
Biome editor tweaks
AI designer destroys old editors
Consume From Dispenser requires free right hand
Fixed DataBrowserTab editor destruction not using DestroyImmediate
Fixed ItemFilterSet not correctly filtering consumable items.
Building block conditional model state is now networked (much faster, essentially zero overhead on the client)
Conditional models can specify whether or not they're instantiated on client / server (optimized server memory usage)
Network++
added grass to presapwned items and crafting table
Fixed reflections, added notes
remade crafting view model
moved the AP s on craftin table
Added ContainerParameters.DisableTriggersOnDeposit option