17,530 Commits over 1,614 Days - 0.45cph!
Fixed UnitPortraits key not found
Added withdraw interaction to can find building that requires this condition
Moved the Dispenser OnReplenish event to after the quantity gets updated.
Withdraw from Stockpile interaction.
CanFindBuildingForTarget checks stockpiles and writes
Unit portrait requests can force a view update
Force player tribe portrait update via OnGameReady callback
Crafting station tab should now refresh worker slots when the building owners change
Fixed UI widget activation events being triggered by tweener events when we intend to ignore them
Crafting stations can expose an order limit (defaults to 20) which is respected by the orders UI
Cleaning up unit portraits class
Fixed UI.CraftingOrderElement not resetting isCompleted and causing the order listing item to animate out
Physics timestep tweaks to make higher game speeds less mental.
Decreased the massive skill gain from constructing upgrades.
Better building construction debug panel.
register dispensable in take all over time interaction
attempt to fix people gathering too many sticks for the fire and then dropping them when trying to deposit
Removed Building.CanDeposit method with bool for accounting for registered. This is automatically handled depending on whether or not the item is registered in the other overload.
GPV.SetActive cleanup/simplification
NextInteractionData summaries
Fixed the next interaction injector not using the blackboard from the next interaction
BEF-422 After clicking craft the + button gets removed until window is closed and opened
Fixed shitty editor property drawing
Removed error for null renderers in BMO.UpdateMaterialProperties, instead just skip over them
Tree re-inits BMO on resource view after being chopped down
Overriding from next interaction no longer clears the agent's next interaction.
Added interaction clearing to the interaction performing goal plan.
Next interaction reset logging ,cleanup
Fixed some smart object interactions reporting 0 free positions (plans now hold reference to their position group instead of doing lookup all the time)
Fixed linger path prefab icon
Fixed bad dropdowns (not great tho)
Fixed bad old prefabs on island1
Fixed Before/StandardTerrain SplatCount warnings spam
Udpated NavMeshComponents
Version++
Biome mat obj cleanup, entity views force re-init on leaving pool
Portrait clone views force BMO reinit
Incremental compiler for lols
Audio manager config prefabs are GameObject fields not PoolAudioSource (debugging standalone NRE)
Unit path UI should always turn off target highlight when hiding
Fixed NRE in DeferredDecalRenderer.OnDisable
Switched tree_umbrella_thorn to impostor shadow + updated prefab and view
Reworked, improved and cleaned up deferred decal renderer a bit
Fixed decal lighting/GI
Fix for out of range error in Building.CanDeposit
odd changed files from testbox arid
FuelToEffect no longer tries to start if the process queue is empty (although we should never be trying to do that really?)
Custom editor for Attachable component
create new clone when opening inventory screen
flipped chest leaf world item 180 so you can actually see it
WearItem will unequip existing items in the slot
vertex colour for camp upgrade
Tweaks to make animals less likely to sleep or idle when hostiles are nearby.
Removed UnitFeelsThreatenedCondition which wasn't doing anything anymore and replaced isntances of it with CanPerceiveHostileUnits.
fix for animator playing the human downed into animation multiple times