225,843 Commits over 3,714 Days - 2.53cph!
Removed OnGUI debug display
Added a Box check to ViewFill placement so you can't place fills through buildings/resources
cloth collection tutorial
sleeping bag tutorial
Building placement guide UI now has a regular build root and ViewFill root (since they have slightly different controls)
Cleanup/icons
Serialisation stuff
spear craft tutorial
convar and menu option to disable game tips
Reduced decor bush navmesh obstacle radius
Island1 rebake, rabbit den navmesh fix
Fixed fog of war debug toggle
Reworked parts of island1 to get rid of some navmesh islands that were inaccessible
Refactored a bunch of Item methods to support bypassing of animation callbacks for pretty much all the things
Reimplemented the construction requirements for FillViews (got lost in a merge)
ViewFIll components get enabled as construction percentage grows
Market window, terminal, misc
AI Debugger now shows clamped score
default GPV momentum back to 1.
Also I changed all the data apparently.
Simplified AI scoring and toned down mad bonuses from inherited score and module score.
Get replicated assets after entity replication
Stopped goats from spawning inside the cliff
less hectic navigation failure warping (maybe)
Add AssetLibrary.GetPathOrSpecialName so special named asset names can be replicated
Leaving And Joining Tribe debug setting.
Debug settings should now load correctly without having to display the tab.
Fixed activity popup not closing properly
Got rid of UIWidget animator toggle caching as it was fucking various pooled elements
Missed SpotLight, call base Initialize just in case
Fixed building UI showing empty categories
Refactored some gameManager/UI manager bits
Fixed UIWidget base.OnValidate not being called by some child types
Use initialize instead of constructor for some entities
Fix pivot point not being used after being replicated
Docking Changes
- I removed the transition between the docked ship and the ship it's
docked with so you just walk straight on.
- Added some basic lighting to the standard character and darked the
derelict to see what happens.
Cleaned up wheel effect / tiremarks
Forgot to add replicated to PivotPosition
Building item requirements can optionally be required to be added in order
UI fixes
Replicate pivot position so WorldEntity.Position can take it into account when simulating physics
Added OptionsData, now storing options with json
Added mainland topology (everything connected to the main island)
Only spawn players and monuments on mainland
Idle AI scoring fixes
Fixed building placement guide UI blocking raycast