17,530 Commits over 1,614 Days - 0.45cph!
Validate all assets on editor load and script reload
Fixed shelter construction
lots of Building logging.
Moved some UIWidget events to BaseUIObject
Context widget closes on callback from root menu element animation
Fixed highlighter sometimes not working on resource views
Removed unnecessary IsFromPool field on views
Fixed lingering context menu label text
Added visiblity and FoW flags to entity debug inspector
Entity view highlighting fixes
Container cleanup.
Fixed machine output container mode.
Context menu closes on MMB down
Auto open context menu requires 1 or more interactions flagged to auto-open
Context menu positioning uses target entity bounds
Fixed NRE In playerController.MouseOver
Fixed IOE in SmartObject.Reset
Fixed NRE in WetnessTickValue when unit has no wearables component
Fixed Wetness currently stat being simulated
Fixed highlight shader not taking vertex color masking value (BEF-630)
Fixed context menu not copying all command data, causing issues with pooling resets now that context menu doesn't block new interactions/mouseover calls
Fixed NRE in WetnessTickValue when playing from testbox
Context menu fixes
Resource widget WIP (don't use this yet)
More shelter data.
Friendly health bars are green again.
Styled enemy health bars. (red)
gui_game that isn't all disabled.
Minor loading scene tweak.
GUI game scene.
ContextMenuWidget v1 & related assets.
Wetness stat simulator now takes into account rain resistance of worn clothing and occupied building, simulates drying using temperate at entity position
Interaction position groups can be flagged as "in building", used to set Unit.InBuilding property
Reverted reverted contxt menu
BEF-616: Middle mouse closes side-panels, but it probably shouldn't. (So that you can MMB pan around without closing panels)
Refafctored settlement supplies system, no longer uses SupplyTypes enum, instead tracks items, units plus item, food and weapon types
Fixed entity component editor drawers showing enabled and name fields
Context menu opens on hover for non-units
Sleeping effect not exposed to UI
Reworded some data
1 man shelter unlockable
changed GetComponent to GetComponentInChildren for public override void ResetLODSize()
deer lod scale not working
removed human eye lods because I don't think its worth the effort to set them up with blendshapes
deleted cloaked.conf to see if it helps our auto merge problem
merged human lods shelve
unit prefab processor now sets up all cached transforms, renderers, hair and bear assets
fixed clothing not working with LODs
Entity view prefab processing now uses the new prefab API correctly, retaining GUIDs when updating prefabs from their art asset sources
deer stag for testing lods (elder male)
turned on avatar for human male lods fbx
spotted a mistake the new highlight shader, still doesn't fix the issue with outlines showing on depleted resources
Entity player command can be flagged as required (default is true), allowing for AI autonomous interaction without command flagging
UnitView refactored to hold arrays of body/meat/skeleton meshes that are managed by Corpse etc
Fixed view LODGroup.size being set to 0
added gather commands to lots of resources
AIBehaviour no longer returns early if target is destroyed
AIBehaviour.Settings caches instead of forwarding to Plan.Settings property, preventing NREs when the plan is returned to the pool early
Stockpile inspector tab checks child ents
SmartObejct.Reset breaks agent behaviours for active subscriptions
dev branch builds debug again
reverted context menu for now
version of human male model with LODS material setup
AI action target destruction callback
version of human male model with LODS to make it easier to test with than being on a branch
Pooled entities are marked as destroyed