224,596 Commits over 3,714 Days - 2.52cph!
whats new now auto shows new version defs
Fixed DropHeldItems Action NRE
Fixed bad block check in SmartObject.GetFreeInteractionPositionCount
MachineProcess.IsAvailable is virtual, no longer persisted
Sleeping effect dops all items
Fix the among best condition in DM that we don't throw away all the best ones and keep the rest.
InteractionPosition block check is on demand, commented out failures UI debug log
Cherry picking door optimisations.
Commented out a debug log
5.6.0f2 shader auto-updates
Fixed NRE in Ambient Sound Player
EntityViewUtility fuckeries
Automated Windows Build #649
Automated Linux Build #649
render.GetRenderTarget will no longer push an invalid ITexture if there's no active rendertarget
Building core occluder meshes to double-sided single sheet
Switched to occluders material to match monuments
Another ArgumentOutOfRangeException
Looking at window instancing.
AmbientSoundPlayer uses TimeRange, added some utility
AmbientSoundPlayer no longer uses AudioManager, instead requries AudioSource sibling component
Some syntactical cleanup, but solution looks great!
Removed missing atmospheric music reference
Remade berry bush view
Fixed some issues with TakeFromDispenser
HarvestFoodConsideration now DispenserItemFoodValue, writes to blackboard.InteractionPlans
Added BlackboardKeys.Dispenser
Fixed bad FuelToEffect.Progress value
Fixed machines not updating shader animation values when items are removed
Various food AI module tweaks
Muzzleboost world model lod updates
created road barriers and traffic lights. added to unity with prefabs
added lights to hex prefabs and starting to add street lights to prefabs
seems to be more or less working now