19,298 Commits over 1,614 Days - 0.50cph!
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
ran clean up tool on units
Disable physics on trunks when they hit the ground
Added Tools/Clean Unit Prefabs
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets
Fire lighting uses machine requirements fact
Fixed condition group editor rendering not displaying mode control properly
Fixed NREs when spawning non-game ready entities
Only warmup game ready assets in builds, everything in editor
Fixed NRE in BuildingRequirements fact setup due to OOE
Added behaviour count condition & consideration
Fixed tribe create ghosts
Building module priority fixes (people should gather more than one item at a time again).
StockpileRequirements finishing touches.
Stockpiling AI using StockpileRequirements fact.
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation
Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
Interaction wrapper animator bool test
WaitForTree action rename to WaitForTargetDestruction to match class name change
Stone harvesting AI uses mine interaction
ResourceView setup stuff moved to initialize
Fixed repair construction time requirement not being updated during repair.
No longer possible to repair more HP than the necessary amount.
Validate all assets on editor load and script reload
Fixed shelter construction
lots of Building logging.
Moved some UIWidget events to BaseUIObject
Context widget closes on callback from root menu element animation
Fixed highlighter sometimes not working on resource views
Removed unnecessary IsFromPool field on views
Fixed lingering context menu label text
Added visiblity and FoW flags to entity debug inspector
Entity view highlighting fixes
Container cleanup.
Fixed machine output container mode.
Context menu closes on MMB down
Auto open context menu requires 1 or more interactions flagged to auto-open
Context menu positioning uses target entity bounds
Fixed NRE In playerController.MouseOver
Fixed IOE in SmartObject.Reset
Fixed NRE in WetnessTickValue when unit has no wearables component
Fixed Wetness currently stat being simulated
Fixed highlight shader not taking vertex color masking value (BEF-630)
Fixed context menu not copying all command data, causing issues with pooling resets now that context menu doesn't block new interactions/mouseover calls
Fixed NRE in WetnessTickValue when playing from testbox
Context menu fixes
Resource widget WIP (don't use this yet)
More shelter data.
Friendly health bars are green again.
Styled enemy health bars. (red)
gui_game that isn't all disabled.
Minor loading scene tweak.
GUI game scene.
ContextMenuWidget v1 & related assets.
Wetness stat simulator now takes into account rain resistance of worn clothing and occupied building, simulates drying using temperate at entity position
Interaction position groups can be flagged as "in building", used to set Unit.InBuilding property
Reverted reverted contxt menu
BEF-616: Middle mouse closes side-panels, but it probably shouldn't. (So that you can MMB pan around without closing panels)
Refafctored settlement supplies system, no longer uses SupplyTypes enum, instead tracks items, units plus item, food and weapon types
Fixed entity component editor drawers showing enabled and name fields
Context menu opens on hover for non-units