17,530 Commits over 1,614 Days - 0.45cph!
updated shader so picking works again
GUI.enabled set by zoom level in node graphs
Node graph grid drawn using handles, not a giant image
changed shader name and updated refrence in resourceview.cs
Fixed zoomable area using bad rect
2017.3 proj ver, shader fixes
Editor resets Time.timeScale when exiting playmode
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Node graphs only allow window drag/resizing at 1x zoom
removed random spaces I left behind
random number feeding into colour lerp value
_ColorLerp in shader (should be between 0 and 1)
Fixed node resizing in progression designer
Zoomable progression designer & AI designer
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes
Rebaked island01
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate
Progression Designer basics
let's used ContainedBy instead of Container
Stonecutter AI which somehow dupes stones infinitely into the stockpile
Reinit hightlighter on hover
DispensableWrapper now has a spawn at unit position mode
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly).
Woodcutting AI now chooses the stockpile first.
Stonecutting AI WIP.
Sticks and stones no longer require a role to be deposited to their stockpiles.
5 seconds wait after chopping tree
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
Who needs fucking labels anyway
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
quarry prefab ground collision
Added Mining skill
Quarry bits
split up quarry collision
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
Fixed quarry view having convex collider
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
nospawns setup for quarry testing
ViewSpawner.OnValidate NRE fixes