224,196 Commits over 3,684 Days - 2.54cph!
Items.IsCarryingNumberOfType cleanup, removed overload with list filling
Grabber range increased 5->6
IsRequiredForBlackboardCraftDesire condition skips stuff we already have
Player craft commands dont clear desires to keep items that will be used by the craft
Fuck off that delayed kill message bullshit on players
Mixture items should use pots both as ingredient and tool.
Merged from Mixtures branch
added a default formation for map4
The tool can now also be used as an ingredient when crafting.
I think we should apply skill gain and too usage + activity even if we fail to pick up a crafted item? I mean, it's already crafted so...
Allowing deserialize before init on ActiveItemController
FOR FUCK SAKE fix map loading error/tweak shader
Added shadow cascade blending support for stable split projection
Older SF shader compile fixes
Merged other lost fixes to std shadow code
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Added a game stats printout to aid in comparing save/load.
Fixed foliage shadows not animating
Renamed StatManipulatorParametersEx methods to be more accruate
Effect.OnStateEnter cleanup, comments
StatManipulators now use Asset-based Simulators
added new alleyway sidewalk and road material to hexblocks 2 and 3 and added to prefab
backup/progress rocket crane
fixed AK47 viewmodel clipping when ironsighting
Should be able to put mixtures in a pot
Added "Can Path To" condition to pickup interaction
Moved ground normal alignment from AnimalView to UnitView
Fixed weather events error
resaved beep vehicle max file
Buffer source list in AudioManager.InternalReset
Merge from manager cleanup
Fixed inactive spawners error on load/start
Added CanPathfindTo condition
Super dank stat simulator editor
Fixed manager init
Freezing effect kicks in below 5, not 8
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