199,999 Commits over 4,140 Days - 2.01cph!
Behaviour widget tooltip auto size
loaded map indiciator/events
Created a unified inventory access to treat multiple inventories as one. Unified IItemRequestReceiver all into the base Character class except for the shop hack.
Fixing some stuff that was broken in CLIENT or SERVER modes from the meth_cooking branch. Leaving OnInteract in ItemContainerEntity broken as it's more complex to fix.
Cleaned up all warnings outside of the building system
Oops, don't comment out Bill's code.
Pedestrian NPCs no longer drop their items on death
Added FX for NPCs receiving welfare
added default formation Formation to Board protobuf
added version checking to formation files
progress
launch_site floodlights greybox
greybox material mapping on structures
progress
Fixed issues with shader animation for building construction and campfire
Double barrel shotgun world model re-creation
DepositItemSettings optimisation
added a BoardViewController state for squad/map editor controller states to build off
Added new interaction intention generation method for building requirements
Added intention generation help text boxes to InteractionSettingsEditor
Deposit to Building from Intention now use the new Building Requirement intention.
Fixed player's deposit goal plan for human building ai.
Removed old DepositToBuildingSettings.
Buildings now use Deposit To Building From Intention.
Industrial fixtures / vents
Bunker room prop placement update
Deposit cleanup, deleted old DepositToBuilding Action asset
Fixed some AI designer issues (not grabbing blackboard writes from all DSE elements in the behaviour chain editor).
Added help box explanation of behaviour chain injector elements/modes
DespositItem action has target validation modes (container, building, machine)
Added DataAsset.CustomCategory string field for additional editor menu/dropdown groupings
multi map squad editing wip
squad editor unit placement now checks map file for valid placement data
binoculars fbx changes, LODS & fuzz
binoculars viewmodel / worldmodel prefabs
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Fixed viewmodel bob looking odd (from the optimizations)