199,361 Commits over 4,140 Days - 2.01cph!
Fixed server NRE in TransformChanged (probably)
Fixed NRE in UIInventory.PlayCloseSound
Fixed UnauthorizedAccessException in writecfg
Fixed NRE in AmbienceLocalStings.PlaySting
Fixed possibility of BaseNetworkable.NetworkDestroy being called twice
Fixed HttpImage error handling (UI web images)
Building supplies loot box
Renamed planting fail check to something more appropriate
Small sign placement fix
Improvements to woodcutting module
ViewSpawner.OnValidate NRE fixes
nospawns setup for quarry testing
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
Fixed quarry view having convex collider
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
split up quarry collision
Added Mining skill
Quarry bits
Updating instancing to be more editor friendly...
quarry prefab ground collision
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
Who needs fucking labels anyway
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
5 seconds wait after chopping tree
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.
Made objects scale in item preview (rough implementation), added first pass music controller
DispensableWrapper now has a spawn at unit position mode
Reinit hightlighter on hover
Stonecutter AI which somehow dupes stones infinitely into the stockpile
let's used ContainedBy instead of Container
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
No compiler errors anymore, but still a bit of a mess
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks