193,509 Commits over 4,079 Days - 1.98cph!
Fixed a missing EndVertical in StatManipulator drawing.
Removed ItemActionDesire completely.
Crafting component now adds required items to Possessions.
Tidied up Possessions.
branching because this is gonna start to break shit
Try setting the appid via SetEnv
Changed how entities are written
Collapsed water tower structure models WIP
water_well_c mini monument scene files prep
more color stuff - portrait
World stuff
Prefab organization
Renamed CreateItemKeepDesire to AddItemToPossessions (we don't have keep desires anymore)
Fixed AddItemToPossessions action not adding the item to possessions (this makes berry gathering much more reliable)
Cooks now check if they already have a crafting order for a basket before making a new order
Fixed go to random radius (5) set to 0 radius (should fix units sleeping on top of each other by a campfire)
Fixed putting weapons away
Bots can now play decently as zombie players. Also bugfixes
Doubled Zombie HP because things were too easy
show different arrowheads for bow / crossbow ( in 3rd person )
Bots can exit the plane successfully, although they teleport instantly to the ground. THAT'S GOOD ENOUGH.
Game Camera now blocks zoom while over UI (fixed scrolling roles window also zooming)
Tweaked some container fill settings for cooks to make them more reliable in crowded environments
fixed explosive ammo bug
no longer need to aim slightly away from target to deal maximum damage with explosive ammo
Removed desire type properties from blackboard
GroupActionDesire & AskToJoinGroupActionGroup (lol rly) use cast cache properties for specific desire type
Fixed entity grid position not getting properly set on create
Fixed reflections when fog=1; had to drop fake dir refl occlusion
Touched all relevant shaders
GridManager update coroutine yields to Task.Run (testing)
Moved GridManager coroutine stuff around so we dont try to update entities until game ready
Added more profile samples to morphcache
Saved some heap allocs on morphcache.setup
Renamed GridDataDefinition.FixedArraySize to InitialCellCapacity, which describes what it is actually used for
Replaced the BaseEntity.this[GridDataDefinition] with GetGridPosition
Crafting station keyword and other tidy ups
GridManager.UpdateEntity optimisation, NRE fix
Only check workshop download status once a second
Moved GridManager stuff back to main thread on a coroutine
RequestCollaborationSettings writes resulting request to blackboard