198,763 Commits over 4,140 Days - 2.00cph!
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Fixed bad npc agro timeout check
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Organized some mats.
Wetness stuff.
Hopefully evil NPCs wont attack other evil NPCs
Weather system now also controls post profile blending while inside an env volume group
Should be possible to unlock Leatherworking stuff
Added wetness to a bunch of mats
Synchronized wetness values.
Fixed Cohesion leave and join chance randomisation
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test
Fixed ice sheet interaction with water depth mask (and future others)
global wetness, some missing butter
Fixed NPCs not being able to select their items
player model mounted fixes
opportunity outcomes now generate specific news items
Navigation.IsValidDestination fallbacks + more logging
Fixed the fucking slow anim bug. Pain in the fucking arse.
Items that humans spawn with are added to posessions
Animation bool callback removeAt shit
Fixed checksum mismatch on certain seeds
Fixed animation bool change callbacks not working at all
Scientists should no longer hover at junkpiles.
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Nuked duplicate item action
Another small aim tweak to mounted NPCs.
Item actions and component callback refactoring & robustness.
Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
Slight tweak to npcs and mounted rotation.
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
modular greybox pass - refining routes
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
break if ItemAction gets stuck
Slight improvement to spawn, reload and vulnerability for NPCs.
don't scale the scaled time in stuck check
NPCs are less vulnerable as they spawn.