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

7 Years Ago
updated shader so picking works again
7 Years Ago
Grid fix fix
7 Years Ago
Grid fix
7 Years Ago
jenkinsfile 2017.3.0f3
7 Years Ago
GUI.enabled set by zoom level in node graphs Node graph grid drawn using handles, not a giant image
7 Years Ago
changed shader name and updated refrence in resourceview.cs
7 Years Ago
fox glove sway
7 Years Ago
Fixed zoomable area using bad rect
7 Years Ago
2017.3 proj ver, shader fixes Editor resets Time.timeScale when exiting playmode
7 Years Ago
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
7 Years Ago
Fixed unresponsive zoom
7 Years Ago
Node graphs only allow window drag/resizing at 1x zoom
7 Years Ago
Data
7 Years Ago
removed random spaces I left behind
7 Years Ago
random number feeding into colour lerp value
7 Years Ago
Cleanup
7 Years Ago
_ColorLerp in shader (should be between 0 and 1)
7 Years Ago
AI designer zoom slider
7 Years Ago
Fixed node resizing in progression designer
7 Years Ago
Misc
7 Years Ago
Zoomable progression designer & AI designer
7 Years Ago
dandelion
7 Years Ago
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)
7 Years Ago
fox gloves
7 Years Ago
Cliff & rock prefabs have extra navmesh modifier component to make sure we're not trying to bake trim meshes Rebaked island01
7 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
7 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
7 Years Ago
ScenarioDefinition ensures that all starting unlocks are present, via OnValidate Progression Designer basics
7 Years Ago
let's used ContainedBy instead of Container
7 Years Ago
Stonecutter AI which somehow dupes stones infinitely into the stockpile
7 Years Ago
Reinit hightlighter on hover
7 Years Ago
DispensableWrapper now has a spawn at unit position mode
7 Years Ago
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.
7 Years Ago
5 seconds wait after chopping tree
7 Years Ago
Tree component adds all dispensed items + trunk to the fell-er's knowledge Take from dispenser also adds dispensed items directly to knowledge
7 Years Ago
Who needs fucking labels anyway
7 Years Ago
Building data
7 Years Ago
Data
7 Years Ago
Removed preview data from BaseEntitySettings & affected editors (building, item) Removed material requirements from Building system, whew
7 Years Ago
quarry prefab ground collision
7 Years Ago
Added Mining skill Quarry bits
7 Years Ago
split up quarry collision
7 Years Ago
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
7 Years Ago
Fixed quarry view having convex collider
7 Years Ago
Save
7 Years Ago
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
7 Years Ago
nospawns setup for quarry testing
7 Years Ago
ViewSpawner.OnValidate NRE fixes
7 Years Ago
ViewSpawner non-abstract
7 Years Ago
ViewSpawner