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17,530 Commits over 1,614 Days - 0.45cph!

7 Years Ago
Needs now have a condition group for completion. Hunter Needs Weapon completed if the unit is no longer a hunter.
7 Years Ago
Skill Gain to Settlement exp multiplier. Return false in CanPerformJob if job isn't unlocked yet. Added JobCondition. Hunter Needs Weapon now checks if we're actually a hunter.
7 Years Ago
Don't trigger settlement XP gain event unless value is non zero
7 Years Ago
Data
7 Years Ago
reupdating tree resource
7 Years Ago
reverted some files
7 Years Ago
NRE fix in dispenser interactions
7 Years Ago
NRE fix in Worker.
7 Years Ago
rebuilt trees to be one mesh until chopped down
7 Years Ago
editor directive
7 Years Ago
Crafting overlay only shows elements that the selected unit has the correct job for. Crafting widget won't show items the selected unit can't craft. Craft command only shows in radial if the selected unit has the correct job.
7 Years Ago
Merge fix
7 Years Ago
Tweaks
7 Years Ago
Crafting Station now defines Job and Craftable Items. Nuked some old stuff that isn't needed anymore.
7 Years Ago
Fixed goal nodes not showing continue job toggle
7 Years Ago
Fixed item editor NRE Jobs UI improvements
7 Years Ago
UI bits
7 Years Ago
Crafting unlocked at level 1 Job renames Job UI only shows unlocked jobs
7 Years Ago
Turned down edge scroll speed a bit
7 Years Ago
Cache savegame metadata so it doesn't reload more than it needs to
7 Years Ago
comment in ItemAction
7 Years Ago
merge from roles refactor
7 Years Ago
Wants Basic Equipment activity expires when all possessions requirements are met. Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them. Logging for weird cast error that happened once in ItemAction.
7 Years Ago
Edge scrolling speed scaling with distance.
7 Years Ago
Remove bleeding effect when revived. Fixed NRE when commanding the same interaction more than once.
7 Years Ago
Add some checks back that we probably need
7 Years Ago
Bring some changes over from tick_freq
7 Years Ago
Fixed entity filtering not filtering by flag correctly
7 Years Ago
Fixed effect added activity getting collated even if the effects are different
7 Years Ago
hopefully fixed other people's effects showing on the selected unit
7 Years Ago
Hide building slots (i think)
7 Years Ago
Prefab
7 Years Ago
Crafting order NRE fix
7 Years Ago
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
7 Years Ago
Tweaks
7 Years Ago
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
7 Years Ago
Fixed animals not waking up
7 Years Ago
null check in GoToSmartObject
7 Years Ago
testing + and - buttons on crafting widget directly assigning and removing orders. removed superfluous adding of order to list that was causing the orders to exist twice.
7 Years Ago
Null check in CraftingOrderElement. Tree should assign the player commanded status to the trunk now.
7 Years Ago
updated script to remove colliders from lods
7 Years Ago
Actual fix to triggers that aren't linked to effects.
7 Years Ago
Dispensables now have a min and max starting quantity. Stick piles start with 1-4 sticks
7 Years Ago
Unified various popup windows so that they're consistently tied to the notification feed GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
7 Years Ago
in OnPreprocessModel set importer.importVisibility = false
7 Years Ago
enabled hidden meshes
7 Years Ago
stickpile has max sticks 5 & starting quanity 3
7 Years Ago
Removed a smaller allocation PooledList was doing that isn't relevant anymore
7 Years Ago
Added Settlement Has Enough Housing need
7 Years Ago
Make PooledList<T> use FP.System's pooling so it wont allocate as much