17,530 Commits over 1,614 Days - 0.45cph!
Buildign upgrade persistence now seems to work
Building upgrade persistence WIP
Various corpse data, editor util
BaseEntity persists parent references
Added IsActive checks to ConstructionState null checks
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Fixed NRE when adding an upgrade
Null construction state in ConstructionOnMinuteCallback when we're done eating
Fixed AI decision log not working after playmode changes
decay should now display visually
Fixed units not being destroyed on death when no corpse item template is defined
UnitGroupSupportsCollections NRE check
Building construction state cleanup
improvements to visual persistence of buildings
Large and small template carcass items
PlayerController saves selected entity
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
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