19,298 Commits over 1,614 Days - 0.50cph!
All behaviours can now specify required attachment points.
Sleeping behaviours required hands, shoulders and chest to be free.
Units can now also be dropped to unblock attachment points.
Buildings no longer owen.
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
More wall placement fixes
Compile fix, wall placement fixes
Wall placement validity checks
Building placement full reset between session (fixed errors when starting a new game while placing a wall)
Building placement/completion FX bits
Knowledge overlay widget no longer requires a selected unit, also filters entities by BaseEntitySettings.ShowInKnowledgeOverlay
Building status indicator UI basics
Cleaned up CameraOcclusion and removed the debug line drawing
Fixed relationships not loading properly
Cleaned up Relationships persistance, using UnitRef to avoid issues with dead units when loading a saved game
Unlock notifications auto-hide after a few seconds
Fixed NRE in Item.PlaceItem
Fixed "skip to morning" feature not re-enabling physics simulation...
Fixed NRE in TooltipWidget when the target building has an addon under construction
Removed EntityInspectionWidget's hardcoded management of building panel visibility; using HideWidgetsOnActivate instead
Fixed UI being interactable when invisible (via F10)
Fixed FuelToEffect process not showing in tooltip
Added generic value readout UI element, used in tooltips to show building requirements, machine process status etc
Updated Facepunch.Steamworks
Added misisng PersistedEntityComponentData protoInclude for Vehicle.PersistedVehicleData
Fixed NRE in Item.BuildDescriptionString
Fixed item tooltips showing bad Crafted/Placed by text
Building management UI is now functional
Building editor tool support for rendering previews for addons and upgrades
Building inspector exposure for new upgrade/addon fields
Fixed NRE in BuildingManagementWidget
Fixed NRE in HighlighterInternal when removing clothing
Fixed building radial for upgrades opening the management window for addons
Fixed EntityRef causing error on save
BaseEntityRef protoinclude fixes
Building management UI basics
Fixed potential NRE from BuildingEx.HasAvailableUpgrades unlock check
Succesive building placement no longer sets bad gamespeed
Player controller now generates commands for target entities without requiring any units to be selected
Fixed drag selection preventing left click to select
Holding left shift when placing a building will let you place additional buildings of the same type
Fixed cheat commands errors when invalid argument count is given
Removed building upgrade and addon interactions (now accessible via radial, UI WIP)
Removed craftingWidgetIndicator/button to open orders widget (now accessible via radial)
Fixed cheat cmd formatting
Player controller cleanup
Moved cheats (god mode, death touch, and new instant build) to Cheat class, which creates console commands on init
Possessions should now check if another item can fulfill a requirement when a required item is dropped.
Dropping undesired items should now mostly rely on Possessions.
BiomeSettingsEditor fix
Island 1 tweaks
Biome editor tweaks
AI designer destroys old editors
Consume From Dispenser requires free right hand
Fixed DataBrowserTab editor destruction not using DestroyImmediate
Fixed ItemFilterSet not correctly filtering consumable items.
added grass to presapwned items and crafting table
remade crafting view model
moved the AP s on craftin table
Added ContainerParameters.DisableTriggersOnDeposit option
Fixed ItemContainerParameters Editor.
Container now uses one list of entities and item types that can be defined as being a whitelist or blacklist.