17,530 Commits over 1,614 Days - 0.45cph!
Added beforefoliage impostor bake and runtime shaders
Changed color, hue variation and darken to instanced properties in BeforeFoliage
Fixed trigger evaluation routine running in incorrect game/time states
Fixed crafting order panel counts not resetting
Updated ASE to latest 1.5.4
Dispenser can hide entity view when empty
Crafting order creation uses LMB/RMB to change count
Some refactoring
Updated impostors to latest
Fixed Definition.GameReady array not being properly populated (checking IsValidAndGameReady during warmup)
Fixed building inspector tabs not working properly (occasional index out of range, empty tab content) when selecting a crafting station before selecting other buildings. Inpsector now displays first valid tab for the building type
Fixed some missing fields in the need inspector
Fixed needs that are not valid for use being triggered
Definition.GameReady checks virtual IsValidAndGameReady method
Crafting order cleanup, Condition.HasOpenCraftingOrders NRE fix
Always refresh button states on menu after changing screen
Fixed crafting orders not actually getting added to stations from the UI ;o
Crafting order refactoring; simpler pooling, no longer remove orders from stations until they are completed or cancelled
Crafting orders can be cancelled from the station UI
Fixed menu button states
Fixed Actions.AskToJoinGroup NRE
Various personality system refactoring, made compatibility matrix editor and usage more generic, added a matrix for beliefs
Additional fix for some building upgrades not getting placeholder mats on placement
Fixed RMB to cancel indirect commands issuing a move order for any selected units
Fixed campfire addons not getting placeholder material during construction
Fixed NRE from CraftingStationTab UI due to bad init order
If no skill gain is defined gain the building skill using a default value defined in config when building.
Early exit from skill gain application if we're trying to apply a value of 0.
GPV overriding is now determined by the Goal Wrapper.
Fixed people dropping stuff to construct the building instead of depositing.
merge from building rework
Crafting UI progress, cleanup
Prep for job preferences and skill bonuses
made pine tree last lod really low detail (will be replaced by imposters soon)
removed buildings from building editor scene
Jobs that must be toggled via building slot assignment no longer show up in the toggles UI, and are disabled by default
Fixed missing icons for some hut ownable components
disabled shadows so I can test on steam (will revert soon) #2
disabled shadows so I can test on steam (will revert soon)
fixing more tree shading issues
fixed some tree smothing issues
Fixed job toggles not showing
Removed crafting job from crafting modules.
Goals can continue current job if job is null.
Attackers will get as close as possible to their target if target is sleeping.
missed file from last checkin
Jobs can require building ownership slot assignment
Ownership assignment slots show for crafting stations as well as homes
Added WIP crafting station UI to the building inspector
Activity can select whether we account for the creator or target when notifying the player.
JoinTribeRequest is now created by the unit wishing to join again.
Fixed IgnorePerception in SetDestination not actually ignoring perception.
turned on enable gpu instancing on some materials
changing tree.cs to make shadow meshes batch
Edge scroll same speed as WASD
Triggers on needs are now optional.
Needs are triggered by a set of conditions, and the same set of conditions determines fulfillment.
added shadows back to trees (whoops)