19,298 Commits over 1,614 Days - 0.50cph!
Fixed broken renderer construction mappings for all 4 wooden huts & upgrades
MachineProcessSettingsEditor now adds interactions to the list and not machine processes
Data save, removed old field + migration code
nospawns spawner isn't underground
MachineProcess settings holds a list of interactions, validation migrates old data
MachineParameters.OnValidate no longer adds null interactions to the SmartObject
Standardised periodical dispensable changes (auto-dispense, replenishment)
Added missing "add interaction" button in SmartObject editor
Fixed ResourceView fucking up all the materials ever
Time controls blocked when skipping to morning
Clear buffer in IsRequiredForBlackboardCraftDesire
IsRequiredForBlackboardCraftDesire checks validity of interaction plans before writing to the blackboard
Tribe cohesion value now moves slowly to towards target value
updated shader so picking works again
GUI.enabled set by zoom level in node graphs
Node graph grid drawn using handles, not a giant image
changed shader name and updated refrence in resourceview.cs
Fixed zoomable area using bad rect
2017.3 proj ver, shader fixes
Editor resets Time.timeScale when exiting playmode
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Node graphs only allow window drag/resizing at 1x zoom
removed random spaces I left behind
random number feeding into colour lerp value
_ColorLerp in shader (should be between 0 and 1)
Fixed node resizing in progression designer
Zoomable progression designer & AI designer
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container
Stonecutter AI which somehow dupes stones infinitely into the stockpile