200,013 Commits over 4,140 Days - 2.01cph!
Instanced a few more materials
Physics timestep 0.04 at 1x speed
Fixed people gathering about a million sticks for the fire
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity
Started expanding Scientists with more spawn control and mobility features.
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util.Base64Encode: Corrected output for 0 and 1 byte inputs
Enabled scenario system
Fixed button states getting stuck on main menu (was unable to switch between load game and game setup screens)
Added camera control invert options (tilt, rotate, zoom) and scroll speed multipliers
Round float slider values to 2 decimal places (options slider controls)
TribeStartArea on testbox_nospawns
Fixed error spam and black screen after skipping to morning when playing on large island (island2)
People should no longer sit by the fire all the time instead of building
Campfire gives a lasting insulation buff (30 mins after leaving vicinity)
Fixed Campfire's VicinityEffects being enabled on creation
Fixed NRE in VicinityEffectTrigger.ApplyToEntity (caused by entity already having the effect)
Effects editor work
Reduced base health regen
ECS tick no longer uses a coroutine
Added button to open effect in effects editor
Hopefully fixing mac builds
Disable fog of war while in cinematic cam (cutscenes, skip to morn etc)
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Building AI scoring tweaks
Work time consideration range expanded
Subtracting
26515 &
26516 - Fix for players unable to loot dropped items
When in combat people should now drop any person or animal that they are carrying
Fixed effects from campfires being removed improperly
Updated Facepunch.Unity
Updated PostProcessingStack
UI work separating game mode client UI from server triggers. Moved game mode stuff to its own namespace.
fix for PlaceHolderAttackView nre
added ChargerAttackView (not working yet) and set values, prefab
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Fixed a spawn bug with Animals that would prevent them from coming alive.
Merged from clothing branch
Removed helk's experiment code
Agent desired target get/set method cleanup