197,395 Commits over 4,110 Days - 2.00cph!
Working on conversions to the new system
can rotate workbenches with R during deployable phase
can no longer build around heli crash site
can rotate tool cupboard with hammer + priv
Third person ADS sounds have super super short range
Check if a unit already has an item before adding a possession requirement
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Fixed shelter desires having bad momentum drain value
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible
fixed shooting animations when running ( 3rd person )
Ensure that stranger spawns are at valid navmesh location
EntityComponentSystem adjusts tickrate with game speed, exposed rates in config
More flexible spawning for npcs.
fixed possessions code.
picking up adds to possessions.
hazmat suit craftable
hazmat icons and art updated
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
updated hazmat suit model
updated outlines for new arrow types
small refinery now produces charcoal
can no longer place dropboxes under water
must wait 30 seconds to repair a structure after it has been attacked
Max candidates and max entities to filter now exposed in CandidateEntityFilter.
Overriding Target Filters' default filter now works.
Prefabs, optimizations, cleanup, LODs.
Crafting goal plan description
Fixed Effect.IsValid being set true before state had been processed
Adjusted maximum anisotropic filtering settings of various textures
Moved the candidate count increment to after filtering
Adjusted maximum anisotropic filtering settings for tiling textures
Cohesion event calculation improvements, should stop people asking to join when cohesion is low for extended periods of time
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
When anti hack is disabled, send warning to admins whenever they connect
more (this broke some stuff)
Unity can't resize compressed textures, so don't try to do so
Changed the way default icons are used before a skin icon is loaded because Unity
apparently I had some unsaved data
GoalPlan.LookAtSomething uses first candidate mode