19,298 Commits over 1,614 Days - 0.50cph!
NRE fix in CraftItemProcess
Crafting orders removal fix when unit dies
Building decay persistence
Fixed units not getting added to their settlement on load
Removed missing component from save overlay widget
PlayerBuildingPlacement tracks buildings currently being placed in order to trigger events correctly.
GroupProgression correctly subscribes to building completed activity.
BaseEntity bookkeeps children
Entity highlighting optionally includes children, added On/Off methods to IEntity
Player controller evaluates target entity children list (currently this only includes building addons)
Fixed highlight mesh rendering
Enable preview mesh when loading unfinished buildings
DropItems in all held mode checks IsHolding instead of IsCarrying
Removed TODO that was actually done
Cache data asset tooltip text on warmup
fixed tree leaf fx having funny motion blur
Set buildings to finished using the cheat to after the player building placement event to stop level up notifications from triggering incorrectly.
Fixed leader's hut being placeable more than once.
Added unlit cutout ASE template
Fixed outline shader to work with transparency (BEF-464)
Fixed SettlementLevelPopup modal state request conflicting with building placement (BEF-599)
CanBeNull on CanPerformJob's job argument
Fixed potential NRE caused by bad unlock data in Worker.OnUnlock callback (spits warning now)
Nuked UIWidgetModalStateChanger script, merged functionality into base UIWidget
removed old fx componenets from tree source prefabs
moved tree source prefabs
subtractive merge from last changeset because I deleted some component from the prefab I needed
moved tree prefab source assets and removed old FX from them
removed object motion from tree fx source prefabs
revert accidentally checked in file
InteractHit to tree hand axe hitting
InteractHit to tree hand axe hitting
removed my attempt to use texture alpha in the outline shader as it looked so bad, waiting for proper fix from Diogo
moved cliffs down in testbox so it doesn't start in shadow
Improved context radial WIP.
New radial script.
Stockpile requirement fact first draft
Added BaseEntity.InStockpile ref
quarry interaction positions
Bunch of editor performance improvements as the data browser was getting sluggish
is mining on and off animation parameter setups
mining anim setup in controller with isMining but not hooked up to the mining job
hand axe chopping and mining anims
Added button in Facts debug to trigger an evaluation