192,975 Commits over 4,049 Days - 1.99cph!
fixed equipping items from containers
DepositEntity Machine mode now requires MachineProcess read from blackboard
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
updated crafting table asset to use AP_xx naming convention
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.
Birch trees textures and material
mod inventory appears on unit detail card when browsing player owned units
unit detail view card mod slot UI now works
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
So much 3rd person stuff I don't even remember it all.
can now buy mods at the market
spit has vertex colours and correct material for visual building
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
Crafter will drop crafted items if there isn't a stockpile for them
water purifier can no longer be placed on barbecue
All signs, banners, frames now repairable
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More weapon stuff
Manifest
Fix classic bug in MaskCollisions
Vehicle work, plus removed some listen server things that were only relevant in the old system
NPC roaming works.
NPCs properly damaged by spells.
Manually spawned NPCs not stuck anymore.
2h and 1h staff setup WIP
Working on vehicles, plus extra fixes for #defines
Removed misplaced event invoke in Items.Add
Actions.DropUnit will no longer fail and break if the unit isn't attached
CarryUnit also nulls the unit.ContainedBy property
Various cook/corpse related AI tweaks