194,710 Commits over 4,079 Days - 1.99cph!
Fixed zooming
Fixed grey grass (maybe)
Lerped the download bar to make it look like Steam doesn't update the download progress once every 3 seconds
Handle steam not being open better
Updated Facepunch logo to 2016 version
Fixed file browsing marking folders as hidden (!)
Work started on Take Cooked Corpse From Fire, but it's not 100% there yet. (Score for DM is ticked off for now on the Goal Plan).
FOR FUCK SAKE temp skybox
TakeFromDispenserSettings ConsumeOneItem mode bypasses Item dispenser by simply applying consumtion effects directly, when the Unit has no Items component
Breeding is now properly limited to people of opposite sex, appropriate ages and of the same species. Imagine that.
Inspecting leather hides will now unlock craftable hat.
campfire with spit in starting pool
Removed coffee bushes from spawns, removed a tortoise spawn from island1, and some rabbits
GoalPlan.EatFromResource now works for Items too
sidewalk changes, texture updates
UDM layout/formatting tweak
ProcEffectParamatersDraw.GetPropertyHeight fix
foreach removal in Player.Update/LateUpdate
Started pathing for hexes
small sound recycle tweak
CalculateConfidenceScore profiler hooks + some editor tweeaks
sleep time consideration should actually work now
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
Added new weapon mod world models to bundles
Network++
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
FOR FUCK SAKE fix camera fog and linear space color
FOR FUCK SAKE project gamma to linear space for hdr effect
!A image effect, bloom/fog to camera
!A temp skybox
!A particle shader
FOR FUCK SAKE ocean shader sorting for particle sorting
FOR FUCK SAKE trail wip
Disabled pool.player_model by default for now
Network++
Scene2Prefab Monuments & Caves
Fixed potential hole in terrain at cave 4 entrance
Merging building blocks biome tinting to pre-release
Merging building blocks biome tinting to pre-release
red dot sight; fbx, prefab, materials and textures
Fixed window.bars block displaying the wrong materials on LOD0
Doors biome tinting enabled
Lets see that happens if we don't pre-process our asset bundles
Capping lightwells in caves - caves_dressing scene update
cringey female placeholder chatting added
recycler light + texture size tweaks