200,001 Commits over 4,140 Days - 2.01cph!
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921)
Primary modules are still suppressed during a player command
Fixed wood log right shoulder attachment point saved on wrong side of body
Craft and build commands now disable the player's command cooldown and force a decision maker tick, usually forcing the unit to take action immediately
Trying out some ways to make crafting and building feel more responsive
Added an Animator extension class with new backup and restore parameters capability
Fixes animator losing all of it's states when a rebind occurs (clothing change, game load)
Fixes holding animations getting disabled when changing clothing
Removed max draggable from items (except liquids)
More description fixes and updates
updating some world models to work better with collision
More work on optimizing navmesh grid.
EAC SDK update (eliminates GC allocations)
Rebuilt Facepunch.Network and Facepunch.Raknet
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
Wall pieces can snap to collision points
EntityValueForBuilding fails if the target's SmartObject component is disabled
SmartObject.CanSubscribe returns false if the smartobject is disabled
Removed SmartObjectComponentSystem
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Add wall piece to building script
fixed Item IsHolding checks
Nuked a couple of un-used interactions, made some interactions AI only
Fixed UnitPortraitManager.EnableCameraUpdate not being reset
Item management module condition tweaks
ItemActionSettings now logs the name of the item
Fixed Improved Spear missing weapon component
gas_station progress backup
Wall components can snap together
Fixed Agent.SimTickDecisionMakers not clearing DSE caches when the unit is selected by player and the command cooldown is active
Exposed IsCachable on conditions and considerations
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
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Moved camera fx and Effects to after the lerp in weather transition
Fixed fuzz in cloth shaders
Re-enabled coverage queries for debugging
Removed old auto anim bools for shoulder carrying
Fixed bad super speed button tween
Got the basics in for a pie menu
wheelcollider springforce set to 10,000