200,682 Commits over 4,171 Days - 2.00cph!
People will only drop items not being used to crafting and which are held, when crafting.
Re-ordered tutorials, still bugged after 2nd completion
Humans will no longer eat raw meat from un-skinned animal corpses, only animals can do so
lowered initial distance of rifles
less HDR on first person tracer
Fixed tutorial related NRE
fixed the silencer on the semi-auto rifle looking like a "limp dick"
Added Instrument ItemType
Sleep interruption from noise actually works now
fixed local tracers showing up for one frame on close objects
fixed muzzle flashes sometimes not casting real light
fixed weird glow on other peoples heads when shooting
Combat now also causes the sleep interrupt effect
Rabbits and wolves in testbox
Data tweaks
Fixed hostility comparison
Building commands now also cause player desire reset
Fixed car wheel visuals suspension issues
Car super basic cockpit view
Cockpit view has some juddering etc with movement
Chase and and cockpit cam working - press F3 to switch between.
Fixed cached building desire being left over
Building placement shows forward vector arrow guide
Updating third parties
Animal attack animations now have the attack state
Fixed some Unit selection and UI sounds overlapping, playing when they should not
Fixed a bug that allowed hover and select commands to pass through the UI (specifically radial menu)
Added UnitMovementMode icon display to UnitInfoWidget
Added UI masked icon shader
Added TraitSettingsWrapper + drawer and editor support
Caves - more puzzle rooms greybox
Caves - Stalagmites/tites textures/models/LODs/COLs and prefabs
added default door window and wall texture
added default wall textures
Added UnitView.Body fallback (spine)
Add Knowledge Overlay UI (hold V)
More overlay UI tweaks, filtering out worn/held items, increased label pool size
Senses.IsPerceivable now rejects entities that are not flagged as interactable, or do not have a SmartObject component
Fixed shitty handling of attached projectiles in Corpse
Nuked shitty hack for SmartObject interaction availability when parent Item entity gets dropped or picked up, design better data instead
Cleaning up Item.Holder usage, added Item.IsContained and .HoldingContainer
Cleaned up MachineProcess.AddInput, removing a bunch of useless arguments that are now exposed to MachineProcessSettings data
Removed all "held interaction" data from ItemSettings et al, updated data validation to ensure items have the correct baseline interaction in accordance with other data
Fixed a bug causing items deposited to a building that is still under constructed have their interactions shown in the radial menu when interacting with the building
Fixed radial menu not animating properly or closing when clicked when the gamespeed is paused
Added Condition evaluation to the "Hand" menu in UnitCommandsWidget
Added BehaviourPlan.ToString override
Fixed missing MainCamera script on Player/Camera prefab
Reimported fresh ScionPP
Broadcasting truck defs when changed, preserves player network when changing scenes, player and truck now two entities
projectile optimizations (improves fps with lots of gunfire)
Knowledge overlay position dickery