17,530 Commits over 1,614 Days - 0.45cph!
instant build cheat now adds the required items to the building
OnBuildingFinished now only gets invoked the first time the building is completely finished (use OnUpgradeComplete for upgrades).
Upgrades will get force completed if the instant build cheat is enabled.
fix for human hair being offset
Repair state should always start when building reaches decaying state.
NRE fixes related to new ToolUsage stuff.
Avoid floating point precision error that could sometimes cause construction to get stuck.
Skill gain from crafting items.
Added skill gain data to a bunch of buildings.
Wooden club unlocked along with spear and handaxe.
Fixed settlement experience being added without finishing the default addons first.
Fixed building finished event being invoked when the building wasn't actually finished
made campfire dirt decal area a bit smaller so it corresponds to the no build zone better
Grass can be harvested without a player command
Changed all trait effect removal mode to manual, for clarity
Campfire spit addon for level 2 now costs logs
Dispensables can now optionally remember their progress so it's possible to continue cutting down a tree after you stopped
Tool effectiveness modifiers should now actually work.
TakeFromDispenser tweaks.
TakeFromDispenser calc fix
Reworking tool use parameters to include an effectiveness multiplier per tool type WIP.
made starting pants less revealing
fixed instant build cheat
updating trees to work with highlight shader
Only give player tribe units clothing from the starting pool
support for copying diffuse texture
Various settlement XP data to hopefully make it somewhat possible to advance to level 3.
Added _Diffuse to HighlighterSettings properties to copy
Made desire drain rate 10x slower
NRE fix when repairing buildings.
Status bar colour when repairing should still indicate decay value.
Bill, please make it copy _Diffuse from render material to highlight material too, thanks
Moved JobOverride to base InteractionSettingsWrapper.
This fixes some InteractionPlans having null ToolUsage.
Added grass spawners to island 1
Fixed building widget overflow, scroll
Removed messy UnlockDatabase class.
Unlocking something before the other requirements have been met should now unlock it when requirements are met.
Fixed SpawnPopulationSettings NRE
Decal rotation fix
Highlighting system copies some custom properties for vertex offset/wind support
changed default value to make non vertex coloured objects work
arid testbox and highlighter shader work
merge from building view branch
Cancelling and uncancelling during the initial construction will now cancel/resume the total construction of main building + default upgrades instead of just whichever one is currently active.
Fixed view not being hidden on resources that should hide when empty
Fixed allow no tool not working properly.
Validation to allow no tool on interactions with 0 tool types defined.
changed default month to 4 so grass is green
Default upgrades now get added to the total progress when constructing a new building.
Item quality gives a bonus to Tool effectiveness (action time)
Item quality gives a bonus to weapon damage
Item quality gives a bonus to durability/decay rate
Nuked InteractionPlanData class, moved properties to InteractionPlan
IsCarryingRequiredTool returns true if it's an interaction that doesn't require any tool types or if AllowNoTool is enabled
Fixed IsCarryingRequiredTool out of range error
more clothing not working