17,530 Commits over 1,614 Days - 0.45cph!
Merged building widget to settlement inspector tab
Building editor NRE
last update before I give up on highlighter fixes
human clothing shader and material update
before highlight shader update
altar wip
Fixed duplicate widgets in main/gui scenes
Rigidity shows in building settings editor
merge from building collapse
PlacementGuideWidget
Other misc minors
Only show building status stuff on hover
Building placement auto-rotates buildings to face settlement root building (should be nearest campfire but this works for now)
Added a MachineProcess fact for crafting stations.
Crafting AI uses said fact.
Added InteractionPlanFactProvider base class for BuildingRequirements, MachineProcessRequirements and StockpileRequirements
Fixed BuildingStockpileTab NRE
Highlighting tweaks
Terrain decal splat sync is optional
Puddle decal test
Data validation
Force LOD0 when highlighting things (not units), fixed imposters showing on tree highlights
UnneededItems fact ignores weapons
Job defs added to enum gen
Enum gen tidy up
DefinitionEnumConvertible lookup, TEnum parse on Warmup
Added Unit.HasPendingPortraitRequest, prevent UnitPortraits request queue potentially getting spammed
MachineProcessRequirements fact
Buildings hide their associated TerrainDecal when toggling vis
Fixed some entities not getting ticked properly (BEF-623)
Fixed BEF-622: AI tribe settlements are visible in placement guides (respects fog of war)
Context menu reworked back to vertical standard sort of thing for now
Fixed GroupMemberBehaviourCountConsideration returning trash
Fixed errors when trying to return a generic view (group, etc) to the pool
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
ran clean up tool on units
Disable physics on trunks when they hit the ground
Added Tools/Clean Unit Prefabs
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets
Fire lighting uses machine requirements fact
Fixed condition group editor rendering not displaying mode control properly
Fixed NREs when spawning non-game ready entities
Only warmup game ready assets in builds, everything in editor
Fixed NRE in BuildingRequirements fact setup due to OOE
Added behaviour count condition & consideration
Fixed tribe create ghosts
Building module priority fixes (people should gather more than one item at a time again).
StockpileRequirements finishing touches.
Stockpiling AI using StockpileRequirements fact.
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation
Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
Interaction wrapper animator bool test
WaitForTree action rename to WaitForTargetDestruction to match class name change
Stone harvesting AI uses mine interaction
ResourceView setup stuff moved to initialize
Fixed repair construction time requirement not being updated during repair.
No longer possible to repair more HP than the necessary amount.