17,530 Commits over 1,614 Days - 0.45cph!
Disable NavMeshAgent on UnitView prefabs.
Fixed items being removed from containers / machine process being shown for a short amount of time if they are destroyed.
Logging in AudioManager for missing dictionary key.
Fixed item removal happening at the wrong time in FuelToEffect process.
Capacity renderer and tooltip info are now more accurate.
Fix for repair state adding construciton info multiple times
Charcreate styling WIP.
Empty ghost for char creation.
Charcreate foliage has its own render queue prio to unbug it.
Nuked a bunch of old assets with missing types
Moved volumetric light beam plugin to std assets to see if that has any bearing on standalone builds
Added new editor for ZoneSeasons component to change season in editor, also buttons to biome editor
fixed null targets in building goal plans
Bonus to current building goal plans if the current building was player commanded
non station requiring jobs enabled by default
Fixed Crafting at Machine goal failure from triggering while we are taking open orders.
umbrella tree with broken imposter
removed extras from foliage shader
Fixed instant build cheat again.
Removed some needs felt spammy.
Need fulfillment will now always trigger the event on the need (fixes goal failure needs lingering in the notifications).
Added interaction to set current building (also assigns the building job).
Tidy up of conditions on some other interactions that were available on the cmapfire even though it's not finished.
Disable linux and OSX builds
Graphics/Project settings, attempting to fix light beam on standalone builds
Fixed generic prompt bad text assignment
Fixed re-rolled units not being added to the same position slot
Disable age choices in char create until we fix them
Don't spin unit when pointer is over UI
Tribe create spinning fix
Fixed highlighter not updating when hair/beard meshes change
Fixed camera paralax not getting re-enabled, probably
Fixed generic prompt widget button alignment
Fixed MenuScene NRE due to OOE
Fucked off Highlighting onvalidate because NRE apparently
Fixed people getting parented to occupied positions in the tribe view scene
OnValidate will set the first interaction position set to default if there isn't a default.
Misc interaction position data.
Fixed stupid code making settlement exp from skill gain always be 1
unbroke prebroken terrain material
some arid stuff, nothing good
Woodcutting skill gain from cutting down trees.
Fixed NRE in TreeParametersEditor.
don't clear active constructions list in Building.SetFinished
removed range conditions from move to combat target AI to let the moving handle the range and perception checks
Added give_settlement_exp console command.
Interaction Positions for construction on Campfire-Shelter addon.
fixed terrain being too bright in editor mode
Stone Axe now has correct offset in hip slots
handaxe now goes in Hip 2 slots
null check BiomeMaterialObjects when transitioning season