198,763 Commits over 4,140 Days - 2.00cph!
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
Fixed ItemContainerParameters Editor.
Container now uses one list of entities and item types that can be defined as being a whitelist or blacklist.
Added reflection probe extension (wip)
ticked parent on deposit, zero on deposit, use attachment poitns
DataBrowserTab destroys old editors
Fixed drag selection eating clicks
Fixed LMB not clearing selection
Biome controls water color
Drag selection fuckery
Server build seems to work now
Fixed container.MaxEntities being 0
Actually fixed UIElement.Hide animate skip not disabling the component
ContainerParameters.OnValidate calculates the max entity count if there are any max entity counts defined
Container defines its own MaxEntities value, uses attachment point count when container is set to use them
Re-enabled collaborations navmesh agent update toggles
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Fixed UIElement.Hide without animation not disabling the component