19,298 Commits over 1,614 Days - 0.50cph!
Buildings destroy items on deposit, because fuck it
Machine process persistence fuckeries, CookCookable cleanup
Fuel to effect hour callback safety
MachineProcess calls AddItem on load
Porting all corpse data to CorpseCreator params, items are created programmatically. Deleted corpse items.
Deleted some unused goal plans
Set the desire weight considerations to be the correct types
Added a third Desire Weight mode and started replacing desire weight usages with the correct type
Cleaning up AI data
Deleted ItemGathering module
made radial menu really snappy
No ground radial movement shit
Removed player commanded building goal
DesireWeightConsideration weight scaling modes
DesireWeightConsideration tweaks
Testing singular building goal
UnitViewUtility.UpdateViewFromSourcePrefab doesnt need to instantiate the old prefab
Replaced an error with a warning
Consumable is now an item component, supports decay
Added ICookable interface, used by Consumble and Corpse
MachineProcess.CookCorpse is now CookCookable
Let's start with the highest priority rather than the lowest when iterating through goals of modules in DM.
Make every goal start at a priority value of 10 in the editor.
Improving GPV construction failure events
Various AI tweaks
set meat material value on corpse skinning to prevent errors from art side
GoalPlan.BringDispenserItemToPlayerBuilding filters for held items
Added CanPickUpDispensable Condition, added to
Added Unit.Items.CanPickUp and Unit.Attachments.CanAttach overloads for ItemSettings
Hint screenshot support, layout tweaks
Hints UI editor, disabled player progression widget
TakeFromDispenser ConsumeOne mode doesnt pick up the item
Fixed Effect not reseting removal action chain validity
Fixed DropHeldItems Action NRE
Fixed bad block check in SmartObject.GetFreeInteractionPositionCount