243,143 Commits over 3,898 Days - 2.60cph!
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Fixed network group not updating when in vehicle
Merging in changes to go in this week's release.
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
Modified NPC UI - Don't show level 3 and 4 drugs for now
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
Fixed hints videos not playing when you page through the UI
Entity component data copy editor util
Buildign upgrade persistence now seems to work
Building upgrade persistence WIP
adding alleyways and buildings to hex prefabs, done 2, 3, 6, 9, 17
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.
Various corpse data, editor util
BaseEntity persists parent references
Added IsActive checks to ConstructionState null checks
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Bigger framerate boost from hiding characters
Fixed NRE when adding an upgrade
Null construction state in ConstructionOnMinuteCallback when we're done eating
Fixed AI decision log not working after playmode changes
decay should now display visually
Fixed units not being destroyed on death when no corpse item template is defined
UnitGroupSupportsCollections NRE check
fixed plants not growing
fixed plant color scale not being applied
Building construction state cleanup
improvements to visual persistence of buildings
Large and small template carcass items
PlayerController saves selected entity
Buildings destroy items on deposit, because fuck it
Machine process persistence fuckeries, CookCookable cleanup
Fuel to effect hour callback safety
MachineProcess calls AddItem on load
Porting all corpse data to CorpseCreator params, items are created programmatically. Deleted corpse items.
Deleted some unused goal plans