201,138 Commits over 4,171 Days - 2.01cph!
Automated Linux Build #436
Automated Windows Build #436
Automated Linux DS Build #436
Removed force evaluation stuff from PlayerController.MouseOver
PlayerController.TickRaycast checks hoeveredInteractables.Count when dealing with UI elements
Hacky RMB usage gate in RadialMenuWidget
Forgot to reset said gate
RadialMenuWidget implements IPointerEnterHandler, IPointerExitHandler for more robust handling of click-to-close
Social Need + Energy part of collabroation/socials scoring
UI manager, added bag UI toggling to B key. Removed some debug UI
Dungeon spawners updated to the new barricade system
Burned corpses (and color transitions in general) now actually works for corpses.
Added a modifier to Corpse that changes based on the state of the corpse. 1 when Fresh or Skinned, 0.5 when Cooked, 2 when Burned and 4 when Rotten (decays faster then).
door barricades are now two sided
Changes to stat manipulation
Hacked a fix for weird compile shit
WIP on mini map changes
Hex visibility
Moar stat manipulation tweaks
When a corpse is removed from the fire, we should probably stop the cooking process.
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
larger barricades prefabs / military tunnels update
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
Migrating AI data back to assets. Existing data and code is unaffected.
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
Grid range is now static value, increased grid cell size
Added water visibility volumes to natural cave blocks
Initial implementation of "Carrying Weapon" bravery boost
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
removed vc_road material with arrows on.
separated central hub road and ground and re-exported
made central hub_mm object
made second vc_road material that is coloured red and applied to existing bridge mm parts
Added refresh_stability debug console command
some missing target filtering data
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
updated herbs and put them in temperate
these said they had changed \o/
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
readded the foxgloves to the spawn population as somehow the link was broken