197,434 Commits over 4,110 Days - 2.00cph!
fire arrow costs less cloth
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Reapply ambience streaming change without stray waterwell files
Subtract
25407 just in case
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Ambient sound is no longer set to streaming (perf fix)
Disabled water caustics shadowing (unity bug.. wait for upgrade)
scientists accuracy reduced
Building placement & socket fixes
Reworked raids from a desire into a group component
added final game tutorial for workbenches and research tables
added road tutorial
added gametips and menutips to phrases
frogboot buff my dudes
fixed bug causing IDLE ANIMATION TO PLAY DURING SAR ADS WTF BBQ FFS
Beetle ragdolls don't self-propel into outer space.
cleaned up ProvidesRequiredItems.
fixed building construction description commas.
knowledge debug shows if entities are accesible or not.
Updated BASS.DLL to 2.4.13.8-mp3free
netting costs 1 rope instead of 3
loot barrels drop 2 scrap
fixed garage door taking splash damage
double metal door default
ak47 horizontal recoil kicks in faster
aim sway no longer a factor when tap firing
Merge from wall_placement
Added Copy methods to GoalSettingsWrapper and GoalPlanSettingsWrapper
changed default server browser image
Building AI now tries to deposit or gather when setting current building. Should stop cases of people being stuck setting and clearing current building.
item serialization updated
WIP fix for the disappearing corpse bug.
some quarry materials reflectivity adjustments
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Fixed door protection properties protecting against decay damage
NPC speed now tweakable via convar.
Eye adaptation balance (toned down a notch)
Backup in case this breaks the model.
Toadlok ragdolls.
LOD mesh tweaks.
workbench experiments can reveal ammo types
Fixed underwater scattering not matching below and above surface
LOD meshes & setup for the cave dwellers.
More progress
Fixed building editor not display all views in dropdown selection
Added some files that didn't get checked in properly
remove ai_weapon txt files