193,456 Commits over 4,079 Days - 1.98cph!
nailgun workshop icon
minor balance
disabled halloween content
nailgun cost/craft time balance
crate logic always spawns 1 component with 40% chance of wb item instead of either or
supply drop always drops atleast 2 weapons, 2 armor pieces, and ammo
shotgun trap added to trap loot table
added 'basic' wood loot boxes to supermarket/gas station/warehouse
military tunnel spawns 2 elite crates in the center
Fixed spit missing building requirements (now requires 3x sticks)
New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness
Fixes meat spawning on top of the campfire collider and being really hard to click
TakeFromDispenser will now break if the dispenser is being held by another unit
tweaked smokepuff for nailgun
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
Added a bool to control whether you spawn in gang buildings or not
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
Scene stuff
LOD optimizations
Improved geometry and skinning on wrists/elbows
Haircap geometry is consistent across all male/female heads
Toned down scaling on some bones
Fixed player preview sometimes blinking backwards
Added more variation to dark skin colours
Possible fix for neck skinning problem on asianmale03
Fixes to combat targetting
Simplified icesheet coliders
Increased iceberg and icesheet density
Hair sets + piece descriptors
Updated hair prefabs to match skin naming format
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Removed random destroy script from abandoned ships
Icesheets/icebergs scene2prefab
Optimized icesheet colliders
Added renderer and collider batching to icesheet prefabs
fixed a case in which units wouldn't actually free up their hands to use a tool.
people will now consider dispensables that don't destroy the entity before considering those that do.
Added inspector warnings when trying to add the runtime-only batching components to prefabs
▍▍▇▊▇█▇ ▇▋█▌▆▄ ▍▅▉▅▋▇ ▋▍▉▋▇▉▇ (▍▍▍▊█▉▉ ▊▌█▋▄█ ▉▅▅▍▉▇▅▉▉▉ ▍▄ ▆▌▋▄█▅ ▄▅▄▉█▇ ▅▍▇▋█▅▊▌)
▅▆▌▊▌▉▆++
Added padding topology (edge of map)
Adjusted iceberg and icesheet spawn rules and prefabs
Acquire Materials For Fire now ignores entites with disabled SmartObject.
EntityValueConsideration now checks for carried tools not only held.
fixed game mode starting unlocks not being force unlocked.
added some unlocks to testbox game mode.
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met