17,530 Commits over 1,614 Days - 0.45cph!
InteractHit to tree hand axe hitting
InteractHit to tree hand axe hitting
removed my attempt to use texture alpha in the outline shader as it looked so bad, waiting for proper fix from Diogo
moved cliffs down in testbox so it doesn't start in shadow
Stockpile requirement fact first draft
Added BaseEntity.InStockpile ref
quarry interaction positions
Bunch of editor performance improvements as the data browser was getting sluggish
is mining on and off animation parameter setups
mining anim setup in controller with isMining but not hooked up to the mining job
hand axe chopping and mining anims
Added button in Facts debug to trigger an evaluation
Added GetEntities sample method to EntityGrid, update usage in fact providers and senses tick
WIP draft of machine requirements fact
Destroy unreachable items after too many attempts to navigate to them
Some fixes for crafting when you unassign a crafter and assign a different one.
disabled Graphics Jobs (Experimental)
TakeFromDispenser tool decay fix
Declining a tribe join request removes the notification.
Declined members will now try to join another settlement or despawn if they can't.
Entity icon tooltip stack update
Building inspector stockpile icon tweak
Fixed stockpile tab not showing anything
Fixed sleep effect missing drop held action (causing NRE)
Fixed effects editor not loading
Inspector & building widget activation rules, callbacks and clenanup
Removed DropHeldItems action (functionality in DropItems)
Senses destroyed ent log/skip
Invoke registration changed event when cancelling all registrations for a unit.
KNF logging in SensesSystem.
Building debug now shows active builders.
Added DropItem blackboard entities mode
Added Unneeded Items fact provider
Secondary slot item management AI uses facts to drop items we dont need during combat
Fixed AIDesigner sidebar layout issues
Form generator should now create actual prefab instances (must be used with the prefab open in prefab mode)
BEF-594 People can continue dispensing if their tool breaks while doing it
Unit view importer fuckery
Clone portrait fixes
Wearable pool init safety
Ignore building requirement sources that need to be player command flagged
Unit view setup/init cleanup, ragdoll logging
Finding item for crafting filters by none player command
Fixed crafting being impossible after an active crafter dies
Added UnitComponent.OnDeath method
Clear Unit.Ownership ownables on death (BEF-613: If your current crafter dies while using the station it's impossible for a new crafter to use the station)
Rebuilt all building prefabs to verify that the importer is not causing issues with placement (it isnt)
UnitSoundTypeDefinition now included in enum generator
Debug prefix fix
LOD generation for wearable world view prefabs
Fixed some issues with the building editor
added wearable importer LOD support
AssetMenu uses FormatAssetName instead of display name (some of our assets have the same display name and weren't getting their own menu item).
EntityConsumeValue can now prioritise certain interactions.
Deleted a few more unused things