243,177 Commits over 3,898 Days - 2.60cph!
Quick fixed menu UI until we determine that the canvas changes are on purpose
Reduced default animal populations
Added lots of timewarnings for profiling ideas.
added pop in animation placeholder to kill feed entries
lasersight world model lod updates
holosight worldmodel lod updates
BinaryHeapPriorityValue replaces LastDecisionScore in the binary heap random selector.
Merge from invoke_handler
Added Facepunch.UnityEngine for TimeWarning class
Fix for NRE when opponent hovers empty tiles
Small improvement for NPC collider updates.
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
ServerVar is always ServerAdmin = true by default
Added ServerUserVar (1:1 replaces [User])
Updated old convars to use new attributes
GPV score comparison logging
Show invoke handler tasks with "perf 7"
Rocket facility site / roof buildings, doors, warehouse interior, windows
BoardView now sets tileset render settings
Fixed machine process being stopped in Tick due to stupid code
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
BehaviourChainElement handles smartObject unsubscription
CancelSmartObjectSubscriptions should be called consistently from BehaviourChain with respect to IsBroken check.
Remove dangling CancelSmartObjectSubscriptions from Agent+Behaviour (from past reservation logic).
Removed old call to BehaviourChain.CancelSmartObjectSubscriptions
BehaviourChain.Break calls CancelSmartObjectSubscriptions before breaking the currently active behaviour
GoalPlanVariant.SetActive and BehaviourChain.SetActive both return bool, better handling of failure
NRE catch in PlayerProgression.OnUnitGoalChanged
Replaced BehaviourChain.CurrentElement property with GetCurrentElement method
BehaviourChain.SetActive active returns if CreateInteractionBehaviour fails for any reason
Added some debug logging for selected unit subscription changes in SmartObject
FOR FUCK SAKE removing board
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
FOR FUCK SAKE shaderforge
FOR FUCK SAKE tweak temple tile textures
Improved machine process availability checks (cache dependency state)
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
Using anim hashes on all character anims now.
wip tileset changing stuff
SmartObject.CanSubscribe no longer checks for existing subscriptions
Fixed my frozen NPCs bug. Everything looks seamless now
Experimenting. This disables animators and some other things on characters outside of the player's view frustum. Has some promising effect in editor but seemingly very little effect in actual builds. Also bugged I think as I've seen NPCs stuck frozen in place.