193,508 Commits over 4,079 Days - 1.98cph!
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win
Fixed and simplified cull processor
Tweaked some curves to try and prevent the basket pick up/drop loop
Fixed a container nre in TargetFilterUtility
Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
fixed normals on graduation cap and converted over to use single material with MGAO setup. Added school cap and dunce cap hats with materials. Created basic prefabs
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp
Merge in latest from Main
Changing things where possible from using NetworkUser, to the more general PersistentPerson
Trees now give a good amount of sticks.
Trees that don't assign trunk view prefab will destroy the trunk view and can dispense any number of items.
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
Player assignment role via RMB checks unlock status
Filter target filtering returning 0 entities
Possession component persistance
Unified target filtering code into TargetFilterUtility
Fixed Attribute.SoftCap NaN
fixed the UVs on the hand mesh for all the weapons
fixed being unable to select units when a dead unit is selected
Festive door wreath pivot fix
Christmas lights increased emissive strength
PlayerBuildingPlacement no longer tries to pathfind check using dead units
Uncommented ConditionSettingsWrapperDrawer
Improvements to harvesting for other people's find desires
PersistentPerson on Character
SmartObject.CanSubscribe checks unit's active role
basics of a unit home/away kit colour matrix tool
Fixed Keyword base.name returning bad things
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
More robust entity sensing.
Even more robust navigation to food.