111,167 Commits over 3,928 Days - 1.18cph!
Animals can now forage for food.
Fixed not being able to pick up dropped items
3rd person fist fighting animations done.
fixed melee regression (much easier to hit things again now)
Added player persistant data
Blueprints restricted to player's unlock list
Added minor sway when in ADS
Network channels
Congestion handler
fix for occupied boxes on server crash
Ran scenes 2 prefab to fix broken prefabs
Fixed prefabs with missing components
Fixed infinite loop in Tools/Find/Prefab Errors
First pass at eoka pistol sounds. Fix eoka pistol firing twice at once
Merged endurance hunting and animal ranking from animal branch.
Merged changes from main. (and updated manifest)
Fixed campfires starting on after save/load
Fixed dropped items sometimes not being removed
Fixed a CC problem with AIGroup.
Reformatted AI and NPC code.
NPC animation state now set using PostNetworkUpdate.
Fixed entity protobuf property order.
Fixed building block darken health effect
Stability perf tweaks
Animal species population now managed using prefab count parameter.
Stability support eventually fail gracefully if no ground route found
Extra dedicated server stats
Can place supports/pillars on foundation/floor triangle
Can attach floor triangles to each other (like normal floors)
Cleaning up and optimizing stability system
Loading a save pre-warms the stability system
Added DebugServer/DebugClient callbacks if entity is in debug mode
OnFlagsChanged gets called when entity flags change
checking in some 3rd person animations for the hand2hand punches.
Removed a stray debug log.
Animals now have a weighted spawn chance.
Removed AmplifyMotion native-to-managed fallback warming
Added exception guards to pvt table add and remove to avoid crash and display more info via warning
Adding today's progress (stonewall_a)
Commented basic NPC and AI classes.
Merged changes from main.
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Made terrain config get stored in an asset to be reused in all scenes