194,498 Commits over 4,079 Days - 1.99cph!
Crafting at building fixes
Items without views defined will be flagged invalid for game use
OSX query crash fix candidate
EAC SDK update (fixes macOS startup issue)
Use query fallback only on osx, if not a dev + testing mode
Pie menu, basically functional
Unlock commands for each type (buildings, items, ai, all)
Unlock cheat no longer unlocks non-player buildable things (e.g animal dens) and anything not flagged as game valid. Also ignores group progression locks
Added `unlock_all` console command to unlock all items and buildings
More building related target filter improvements
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
collision on the rest of the crafting buildings
Fixed UnitPathWidget NRE
Updated crafting table prefabs
wheelcollider springforce set to 10,000
Got the basics in for a pie menu
Fixed bad super speed button tween
Removed old auto anim bools for shoulder carrying
Re-enabled coverage queries for debugging
Fixed fuzz in cloth shaders
Moved camera fx and Effects to after the lerp in weather transition
▌▆▍▉▌▊▍▄▄▋ ▍▌█▊▊ ▆▇▍▍▇▍▇█▋ █▉▅▋▊▄█▇ ▌▄▅▄▍▆▌ ▇█▉ ▅▊█▆
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Fixed Agent.SimTickDecisionMakers not clearing DSE caches when the unit is selected by player and the command cooldown is active
Exposed IsCachable on conditions and considerations
Wall components can snap together
gas_station progress backup
Fixed Improved Spear missing weapon component
ItemActionSettings now logs the name of the item
Item management module condition tweaks
Fixed UnitPortraitManager.EnableCameraUpdate not being reset
Nuked a couple of un-used interactions, made some interactions AI only
fixed Item IsHolding checks