193,831 Commits over 4,079 Days - 1.98cph!
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
don't null Current Goal if we have an active GPV
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
Let's null Current Goal if its Module fails.
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed
working on new strands and materials/textures
Redid the corpse changes I did on the FillView branch
Subtracting changes, was on the wrong branch
Fix units taking corpses that are being cooked and putting them in a stockpile (won't stockpile corpse that is being processed)
Removed HasHolder condition from Eat From Cooked Dispenser goal since we want units to eat from a spit
Adjusting the GameModeUniversal prefab to load and unlock correctly when entering/leaving a game
Add testconstruct back to the default scene list
Fixed ActiveBehaviourCondition not respecting GoalPlanVariant.IsActive
Campfire added as addon to giant hunt
Berry bushes no longer auto-dispense
Merge in project cleanup branch
More cleaning up warnings
Pine trees snow biome variants
Removed stylized nature pack as we were only using a single tiny rock from it. Moved the rock out.
Cleaned up all missing asset references. Some other stuff too
updated planters with new models and fixed darkening of the wood
skin approval
fixed bullets causing harvest tips to show
Planters soil is a separate renderer
SMG costs reduced
Machette is default blueprint, required WB1
removed wood cost from sleeping bag/sheet metal door
removed paper, note/building plan requires wood
added more loading tips
added voice chat tip
phrases
weapon_smg1 works for NPCs
stripped kit ids from team, gamehost, setup etc
New network interpolation and extrapolation
UnitView.ApplyKit is now ApplyKitColours, private and with no bool for sharedMat or Away.
added UnitView.ApplyHomeKit and UnitView.ApplyAwayKit to use instead which call ApplyKitColours
Fixed mesh decals sometimes losing refl probe
Attempt at fixing sporadic glcore errors via force disabled std shader probe blending