255,088 Commits over 3,990 Days - 2.66cph!
Fixed TribeSpawner.OnValidate not properly supporting multiple buildings of the same prefab due to name in hierarchy not matching that in the data lookup
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
Building decay info on the debug panel
Debug panel icon support
desklamp models/Prefab/Textures
slider all the things.
game modes now define the start hour as a float for super precise start times
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Buffed fear drain when no longer threatend
Some work on ai and navmesh.
Removed renderer_invalidate and collider_invalidate batching convars
Seasons use TimeManager.DaysPerMonth to calc their duration
WorldManagerConfig exposes transition time for seasons (hours)
Fixed dark berry bushses
Island 1 spawner tweaks
Removed tribe spawn and blocked channels from TerrainTopology.Enum (Seemingly fixed weird topology painting bug)
Copied Tree & Dispenser component settings from normal pines to tall pines
Show avatars in mission panels in game
Reverted some island1 stuff
building shader improvements
Replicate brush model for func_door
Map preloading asks managed for map name
Fixed some blurry UI issues
Network++
Save++
Made how to open inventory, how to open crafting less annoying
Preloading our map in GameInstance::OnPreLoadMap so that hopefully brush models are valid before entities are replicated
Fixed tribe spawner not creating/assigning entities properly (views had no entities, were non-interactive)
Seeing if PreloadContentForURL runs on client
Put gamemode and map in url to see if client receives it
Updated some Item descriptions
tweaked player locator
unit gameobj sets active/inactive properly
stage triggers
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Fixed an editor exception when looking at a stats component on a group
FuncDoor spawns brush model without Authority check
Refactored PhysGun to make sure physics handle is removed when not grabbing or weapon is destroyed
Using Ritter's bounding sphere algorithm to include all crime points that overlap the NPC's location when calculating where to flee
NPCs now take all crime locations they are in range of into account, and flee from the closest one. Although getting a vector away from all they're in range of may be better.
More lost and found map WIP
More crime flee work, taking the crime's radius into account
Fixed pedestrians not running from crimes in Bill's updated crime system.
Trying out adding an additional collider to trees to increase clickable area
Fixed tree chopping interaction being disabled