19,298 Commits over 1,614 Days - 0.50cph!
testbox arid files (from wizard, nothing in them yet)
Destroy non-pooled entity views
Added entity view pooling
Dispenser interaction state cleanup
SmartObject interactions will use the default position group where no positional data is defined for the given InteractionPlan (where no default has been defined, it will use the first group). Changed error related to failed attempts to find positions for an interaction to spit a warning instead, and only in the editor.
Fixed Hunting Station preview mesh not showing up (was offset by prefab xform pos)
Nuked some old UI prefabs
Fixes to decay / repair.
Repairing construction state starts automatically when decay starts.
Dispenser fixes, depletion when out of season
Made depositing items to a building being repaired actually repair the building
Repair WIP: construction requirements get populated from destroyed items.
Fixed game event removal causing errors
HP and resistance values on huts
Building preview mesh pooling
Changed durability multiplier to make buildings decay much more slowly.
Global building durability modifier is now 2.
Increased base decay rate to balance above changes.
Decay now takes some time to start.
Fixed weather change events not being invoked when setting the weather via debug.
Game events have start/end times, history tracking for event types
Decay editor exposes weather type, for easier balancing
Fixed weather system using next weather's duration instead of current
Added storm event, removed storm from biome weather settings
Added SeasonWeatherParameters.CanRepeat, which controls whether weather can repeat randomly
Fixed Pause UI /game over screen bad text alignment
JobDef.Verb replaced with Noun, the name itself is the verb (kept present participle)
Post auto-exposure turned back on
Added raycast blocker to unit list widget to prevent messy interactions around the top of the screen
Deconstruction time balance
Effects no longer cleared instantly by death flag, instead we do cleanup in the next Effects.Tick call
Removed some stupid bonuses from the crafting module score, which means crafters will actually sleep now instead of crafting all night
Building decay returns a % of the items put into the building upon destruction
Decay removes items from the building container
Fixed weather not changing
Effect stat manipulation pass, removed a bunch of weird mood changes
Fixed ai module drawer not working in effect editor
IStat.ChangeSinceLastSimulation -> LastChangeValue, added support for change direction indicators to ValueElement/StatBar
Unwarp always sets updatePosition and updateRotation regardless of whether we warped or not
Force people to unwarp when they start moving
Moved BuildingView.SetPropertyBlockFloat to EntityView, used in ResoureceView.UpdateDispenserRendererProperties (should fix resources showing as full when they're not)
SmartObject interaction positions are pooled
Don't null occupier when disabling InteractionPosition
Moved unwarping to Unsubscribe (causes people to get stuck for some reason)
unity editor directive for TerrainMap.Bake base method.
Stockpile removes deposited items on destroy.
More buildings are deconstructable.
Campfire isn't deconstructable for now (because it's the centre of the whole Settlement).
UI shows disabled Deconstruct command with description for buildings that can't be deconstructed.
Map wizard maps are playable immediately
Moved some destroyed checks in GoToSmartObject from SimTick to Tick.
Hopefully fixes stuck people.
TBE.UpdateMaterialInstance(true) in MapWizard
Fixed resource views without lod renderers not being highlightable
Moved view prefabs to Assets/Prefabs, updated tools
Exposed highlight renderers on EntityView
ResourceView adds only LOD0 renderers for highlighting
Fixed cases where SeasonNames was being used as an indexer (no longer works as it now has the Flags attribute)
Removed highlight calls from UnitIndicator as its handled by IInteractable
Removed missing scripts from view prefabs
Facepunch.Highlight port, refactored to support some preset types/colors
Hacky fix for resource views visuals not matching dispenser quantity on creation
fixed deconstruction renderer
Deconstruct no longer requires a unit to be selected.
Building AI handles deconstructing once the player has set a building to be deconstructed.
first pass on making the building view show deconstruction