192,973 Commits over 4,049 Days - 1.99cph!
correct buffer size for Panel:GetText when using dynamic alloc
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
No compiler errors anymore, but still a bit of a mess
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container
Stonecutter AI which somehow dupes stones infinitely into the stockpile
Reinit hightlighter on hover
DispensableWrapper now has a spawn at unit position mode
Made objects scale in item preview (rough implementation), added first pass music controller
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly).
Woodcutting AI now chooses the stockpile first.
Stonecutting AI WIP.
Sticks and stones no longer require a role to be deposited to their stockpiles.
5 seconds wait after chopping tree
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
Who needs fucking labels anyway
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
quarry prefab ground collision
Updating instancing to be more editor friendly...
Added Mining skill
Quarry bits
split up quarry collision
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
Fixed quarry view having convex collider
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
nospawns setup for quarry testing
ViewSpawner.OnValidate NRE fixes
Improvements to woodcutting module
Renamed planting fail check to something more appropriate
Small sign placement fix
Building supplies loot box