19,298 Commits over 1,614 Days - 0.50cph!
ticked parent on deposit, zero on deposit, use attachment poitns
DataBrowserTab destroys old editors
Fixed drag selection eating clicks
Fixed LMB not clearing selection
Biome controls water color
Drag selection fuckery
Fixed container.MaxEntities being 0
Actually fixed UIElement.Hide animate skip not disabling the component
ContainerParameters.OnValidate calculates the max entity count if there are any max entity counts defined
Container defines its own MaxEntities value, uses attachment point count when container is set to use them
Re-enabled collaborations navmesh agent update toggles
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Fixed UIElement.Hide without animation not disabling the component
Fixed UIElement.enabled being set before the state tweener had finished
Building construction logging added to debug window.
TOD long/lat is in Newport
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
Fixed consume from cooked corpse playing eat anim before picking up meat
Moved editor shader globals update to WorldManager
Fixed container attachment points array being empty
Fixed Container not being initialized by Stockpile or ItemContainer
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
Added GameOverReason value to UI when the game is er... over
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
fixed equipping items from containers
DepositEntity Machine mode now requires MachineProcess read from blackboard
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing
updated crafting table asset to use AP_xx naming convention
Fixed a bug in which unlocks with a necessity requirement would get unlocked even if the mode wasn't necessity fulfillment.
Removed some unnecessary calls to Unlock method.
Progression data changes.
spit has vertex colours and correct material for visual building
Crafter will drop crafted items if there isn't a stockpile for them
Removed misplaced event invoke in Items.Add
Actions.DropUnit will no longer fail and break if the unit isn't attached
CarryUnit also nulls the unit.ContainedBy property
Various cook/corpse related AI tweaks
Fixed Actions.CarryUnit not properly removing the unit from its container, if applicable
Fire takes longer to light
More animal in group fixes