17,530 Commits over 1,614 Days - 0.45cph!
Shader organisation, moved some more stuff into always included
Fix for cancelling deconstruction at 0%
always create desires for possessions even if the required item is locked
merge from stockpile stuff
Porting a few useful optimisations from senses job branch
Added better failure explinations for Unit.Items.TryPickUpItem
clothes as tanning unlocks
Fix for unlock_all not making all items available at the crafting station
TakeFromDispenser checks if we actually have an Items component
Disabled Create Hunting Party ability and made Talk To ability check if our target is disabled
Fixed the default capped value on stats not accounting for % modifier.
Made stats debug panel less crazy when dealing with modified stats.
Save current res as default
Safety check default resolution when loading options
Bastards tribe back to hostile to review BEF-436
Added resolution, windowed toggle options
Biome material library editor cleanup
Fixed it being possible to get stuck when cancelling a construction on a building that has 0 deconstruction time
Added full screen mode to graphics options
Default activity notification sound
Fixed command widget buttons hiding themselves after tooltip hover
PooledAudioSource now uses GameObjectPool
Unit names can be overridden by age and gender.
Age/Gender names for Deer.
Added Before/Decal template for ASE
Added template sample Before/Decal Standard ASE
Renamed DecalShaderStandard to DecalStandard
Re-enabled camera occlusion highlights, using new highlighter (might bug out)
Grass roof no longer default upgrade
Removed warning spam in Stat
Pause UI save button uses same overlay as F5 quicksave
Re-running prefab importers, fixing missing wearable prefab assignments on Item.Legs_leather
Added error log when validating wearables that have a missing prefab
Some clothing item view assignment fixes
reverted bills changes from
17779
Items now has a CurrentTool property to track the tool we currently need to perform a behaviour.
Buildings can use ToolUseParameters.
Tidy up of building construction on minute skill gain + tool use.
Refactor of some existing AI stuff to use CurrentTool.
Add a warning for when ticks miss their deadline and run without budgeting
Tweaks to Entity/Unity view prefab processing
Mitigated shadow issues via impostor hemi-octa clamping
Nixed trait points label prefix
Percentage Stat modifiers applied on top of absolute modifiers