252,331 Commits over 3,990 Days - 2.64cph!
Container/Items cleanup, machine process deposit options
Dispenser.AddDispensable : support for other systems adding items to a dispenser
Machines now only process Items, refactored CanProcess, AddInput, ValueOfInput methods
Added MachineProcessSettingsWrapper: allows for per Entity machine FX prefab
Machines use VisualFX
Added CorpseStates.Cooked, CorpseParameters.MinutesToCook
CookCorpse MachineProcess implementation, uses BuildingAttachments system for corpse placement...
Unit.Items Unset animator hold bools on RemoveItem
CameraModule.GetAverageGroundHeight reverted (was highest...)
Initial version of MusicManager rework.
Building attachments setup in view prefab create / update
Adding animation parameter options to ItemSettings attachment stuff
Moved some bits around
added meat mesh to rabbit
added roasting and carrying animations to rabit
updated den_03 (rabbit warren) to allow navigation over the top of it so rabbits spawned on top can get off and rebaked island-0001 navmesh
merge from main/phys-effects
BuildingAttachments, CookCorpse boilerplate
Renamed Attachments to UnitAttachments
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
island 0001 saved without splat paint mode
smartobject_test saved without splat paint mode on gg
Fixed terrain asset constantly being modified even when nothing changed
Deleted BuildingSkin, and an unused enum
Fixed grass splat tints not updating when seasons change
press T to move scene camera to game camera
on full import of project noticed these files were missing from plastic (although unused) and there were duplicate models that should be removed to avoid confusion
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
exported reworked city hex blocks , and exported fbx of a test city scene
Added back Item Find Desire creation when adding a Item Craft Desire
Reset all AH values on disconnect
Fixed weapon attachments leaking their entities to clients
added collision meshes to hex pieces
Automated Linux DS Build #343
Added GoalPlanVariant.IsPlayerCreated
Added an example tutorial type task that triggers another task upon completion.
Automated Windows Build #343
Automated Linux Build #343
* Added reload_legacy_addons console command
Network Entity parenting bugs.
added being roasted anim to bear (which is the base animal controler) and deer
added isBeingRoasted bool to generic animal controller
Conveyor Belt crane model/LODs/COL/Prefabs
Powerplant & Trainyard update
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
Use queued IMaterialVar for all engine code rather than just Lua userdata - fixes matproxies with multicore rendering
Adding networkentity parenting.