201,590 Commits over 4,171 Days - 2.01cph!
Fixed bear skeleton properties referencing the prefab instead of the mesh
Moved unit biography util to keywords, added IUnitKeyword, templates for different bio types
Added some more words to unit names filter
Don't recalculate mips when applying skin icon (already done in native code)
Use default item icon for skinned items until the skin is loaded
More keywords, various goal plan descriptions
All item icons can be up to 512x512 (+ double checked they're compressed)
Log warning when icon dimensions on an item are off
GoalPlan.LookAtSomething uses first candidate mode
apparently I had some unsaved data
Changed the way default icons are used before a skin icon is loaded because Unity
Unity can't resize compressed textures, so don't try to do so
more (this broke some stuff)
When anti hack is disabled, send warning to admins whenever they connect
Strip any game objects on the occluder layer in prefab preprocessing as they're currently not required
Cohesion event calculation improvements, should stop people asking to join when cohesion is low for extended periods of time
Adjusted maximum anisotropic filtering settings for tiling textures
Moved the candidate count increment to after filtering
Adjusted maximum anisotropic filtering settings of various textures
Fixed Effect.IsValid being set true before state had been processed
Crafting goal plan description
Prefabs, optimizations, cleanup, LODs.
Max candidates and max entities to filter now exposed in CandidateEntityFilter.
Overriding Target Filters' default filter now works.
updated hazmat suit model
updated outlines for new arrow types
small refinery now produces charcoal
can no longer place dropboxes under water
must wait 30 seconds to repair a structure after it has been attacked
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
hazmat suit craftable
hazmat icons and art updated
fixed possessions code.
picking up adds to possessions.
More flexible spawning for npcs.
EntityComponentSystem adjusts tickrate with game speed, exposed rates in config
Ensure that stranger spawns are at valid navmesh location
fixed shooting animations when running ( 3rd person )
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible
Fixed shelter desires having bad momentum drain value
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds