193,440 Commits over 4,079 Days - 1.98cph!
The refucktoring continues
Undone, probably not the best idea
Removed all serialization usage.
More converter improvements
Fixed player motion blur popping when swapping LODs
Forms text area support
Added some new DM profiler hooks
Double check that we have valid heightmap meta before running async terrain mesh generation.
merged from main, more tutorial
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
Added explicit specular control to hair shader
Workbench can no longer be locked (bug fix)
fixed ghost shader/decals sorting issue
optim texture
wip environment
Removing new TransferSpecificItemTaskInstance code, it's not gonna work out.
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Using IContainer instead of ItemContainer for some events. Helps with UnifiedInventory. Working on something for transfer item task.
Building upgrades can be unlocked via the unlock system (set the required unlock in the upgrade parameters on the building), if no unlock is assigned the upgrade will be available
Added grass crafting unlock: Inspect grass to unlock grass upgrades for buildings and the grass bed
Locked pelt upgrades for buildings behind the basic leatherwork unlock
Filled in some missing data to make bear headress wearable/craftable
Made deer and bear headwear unlock definitions (unlock advanced leatherworking and inspect a bear/deer)
Item receive mission tasks that use specific item instances tasks now don't complete until the item it actually removed from the container it's in. Also made ItemContainer OnDirty include a reference to the container itself.
Removed TutorialParameters, all tutorials are required to be completed before Objectives are activated
Various scenario bits
Building ID save / load happens in DecayEntity instead of BuildingBlock