193,509 Commits over 4,079 Days - 1.98cph!
Lets not attempt to do a loadout if there is none.
Use DynamicNavmesh if a scene doesn't have a NavMeshBakeManager.
update dynamics decal ressources shader
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
Unfucked the zombie stats & look from the merge.
Same for the broken wolf stats.
Fixed the boar stats that got fucked during the Rust merge.
NPC stats.
Animal corpse loot.
Cleanup.
Minor HUD healthbar tweak.
NetworkUser work. Has some issues
Non-laggy hit detection for the rest of the NPCs.
Cleanup.
Removed horse spawns.
update dynamic decals to latest version
updated decal related stuff to make it works with the updated version
updated slasher attack FX with decals
Fixed a couple of stone piles that were spawning inside cliffs
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Working on input changes. Going to make a shared base class for player inputs. Just split into Server/Client for now.
research table converts scrap + source item into blueprint
items show as 'new' after being unlocked
hide item categories that contain no unlocked items
show workbench level 1-3 requirement when blueprint is selected
removed bunch of editor warnings
Rename character owner to character so it's no confusing re ClientOwner
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Fixed the blueprint errors.
gathering for fire ignores carried items
Scene walls don't glitch out from batching anymore.
Placeholder tree tweak.
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Made high priority modules actually work
Added some collated descriptions to deposit interactions
Maples into common bundle.
Isolated player model changes (no clothing updates)
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items