200,696 Commits over 4,171 Days - 2.00cph!
Driftwood system switch again.
c2b properly marshals string return value
Driftwood decor params and some mat fixes.
Fixed certain parameters not refreshing when doing decor / grass refresh in the editor play mode
Fixed minor tickable modifier bug when it applies to BaseValue, it now applies to statBaseValue.
A few material tweaks
Added all wood gate models, also collisions and gibs
Gate prefab update / Atlas texture update
Added Eating Effect to Consumables, which required a Duration (tick) support in Effect.
Misc tweaks to Effect.
Rewrote to a list of effects pending removal, rather than removing them on the spot. No longer need to buffer effects list before ticking it.
Changed serve mechanic
Fixed plugins for xbox
Don't batch door colliders
Fixed respawn screen not showing properly if escape pressed while fading in
Database indexes
Life stories are saved in a database
Life story records time born, time died in unix timestamp
Show death info when rejoining a server
Death fadein screen is a little bit faster
Note item is a default blueprint (it's still useless, but it will stop people wasting shards on it)
LOD distance calculation is per-object
Fixed server join button colours
Fixed server history not showing
Try to stop menu music when loading music starts
Moved Duration for Timed Stat Modifiers and Timed Effects to tick every 15th TOD Minute, rather than every TOD Hour.
Disable GraphicRaycaster components when the cursor is locked (saves 1-2ms when no menu is open)
Temp fix for footstep spam on 5.2.0
Made GraphicRaycaster toggling less hacky
Fixed all icons highlighting like beltbar icons
Fixed SoundDefinition NRE
Each shot animation can now have individual return power
weakspot implementation v1
more decal changes and Torch VM smoke tweak.
Added global.streamermode <0|1>
Added chat.add2 <steamid> <text> <name> <namecolor#fff> <volume0-1>
Melee attacks increase heartrate
Heart uses more calories
Fixed serialization errors in PlayerModel.cs
Owl ready anim, backhand anims
Added anim template
Consideration refactor, allowing considerations to consider both Myself and Target from a DecisionContext in certain... contexts.
Tweaking BehaviourGroup membership
Fixed a stupid thing in SuitableMateCosideration
Fixed Agents getting stuck in a BehaviourGroup
Testing some performance tweaks in Unit+Senses and Stat.Tick (implemented IComparable on IStatModifierTickable for faster OrderBy
A bunch of extra gunshot sounds
AnimationEvents can play sounds directly
Player gear/clothing movement sound files
Bullet impact decals abound.
Eliminated runtime allocations at several locations: terrain texturing, pvt, water2, eye adaptation, postopaque
FOR FUCK SAKE tweak room prefab
!A WIP wall