19,298 Commits over 1,614 Days - 0.50cph!
Corpse dispensables editor exposure
Quick n dirty CorpseParameters validate to make sure we have entries for all interactions, defaulted to all states
UnitSettingsEditor NRE fix
Testing less aggressive animation call culling
Fixed role selector getting all fucked up by UI optimsations
Humans will always sleep in their home building if they have one
Ai tweaks
Corpse refactor to allow enabling and disabling interactions based on corpse state instead of the whole dispensable.
@billowe editor code pls.
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
Take from dispenser action cleanup
Unit.CanSetParameter returns false if the unit's view is culled
Disable unit IK when in a vehicle
https://youtu.be/lbnoG2dsUk0
Updated ASE
Updated Facepunch.Steamworks
Removed Squiggle
Removed HBAO
fixed Dispenser.TryTakeOneEffect not actually outing the effect
Editor DSENodeData drawing tweaks
Animal/Combat/Offensive module tweaks
Fixed raiding animals not attacking
CraftingOrder holds CraftingStation ref, persisted
CraftingStation progress, order pool, persistence etc
Misc cleanup of crafting related code
fixed DSE element order in Crafting module
Fixed crafting widget indicator getting stuck in a hidden state
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
Cache active renderers at the end of UnitView.Setup
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
Fixed renderer states not being nicely cached when we toggle an entity's view
Fixed bad data path for Necessities.
Moved all NecessityDefinition to correct folder.
BaseEntitySettings.IsStatic now exposed to editor
Vehicle component boilerplate
Added AIActions.SetViewParent with various modes
Crafting and GroupNecessities persistence WIP.
Some fixes to loading.
Fixed knowledge overlay showing disabled entities
Fixed NRE in CraftingWidgetIndicator.OnMouseOver
DM ignores entities that are not enabled
Crafting station UI indicator fixes
Moved some utility stuff out of CraftableParameters and into CraftingUtility
CraftingWidget now only shows items that can be crafted at the target station
New crafting UI, crafting station order creation
Zone.OnValidate sets gameplayBounds center
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
don't do physics enabling or disabling if there isn't a Rigidbody
Fixed TargetSettingsName NRE
Campfire FX tweaks, fixed duplicate FX being spawned