199,319 Commits over 4,140 Days - 2.01cph!
Wall components can snap together
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
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
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Moved camera fx and Effects to after the lerp in weather transition
Fixed fuzz in cloth shaders
Re-enabled coverage queries for debugging
Removed old auto anim bools for shoulder carrying
Fixed bad super speed button tween
Got the basics in for a pie menu
wheelcollider springforce set to 10,000
Fixed UnitPathWidget NRE
Updated crafting table prefabs
collision on the rest of the crafting buildings
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
More building related target filter improvements
Added `unlock_all` console command to unlock all items and buildings
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
Unlock commands for each type (buildings, items, ai, all)
Pie menu, basically functional
Use query fallback only on osx, if not a dev + testing mode
EAC SDK update (fixes macOS startup issue)
OSX query crash fix candidate
Items without views defined will be flagged invalid for game use
Crafting at building fixes
gas_station progress backup
Added DataAsset.LongDescription field
Crafting window content cleanup, required tool + building display
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Minor shop commit, working on something else
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Various refactoring to alleviate issues with items and ItemContainers. Still needs proper testing so this commit likely has bugs. Includes:
- Added differentiation between TAKING from ItemContainer and FINDING (getting info) in inventory.
- Fixed: ItemContainer's Find method was removing inventory items if the stack had to be split.
- Added protection for items containing more than maxAmount or less than 1.
- Fixed: Guns allowed items with 0 amount, where nothing else allowed below 1.
- New helper methods in ItemEx for consolidating items into stacks.
- New helper method in ItemEx for creating any amount of an item, respecting maxAmount and creating multiple if needed.
- Added warning in ItemManager if CreateItem is called with an amount > maxAmount, causing the amount to be clamped.
- Removed old methods in Item that did nothing or were unused.
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Component list on entity debug panel now displays if a component is enabled or disabled
fixed anim glitch when cooking meat where it wouldnt return to to idle
Split off mesh tangent solver