199,361 Commits over 4,140 Days - 2.01cph!
WorkshopDL works properly, shows addon titles
Re-enabled and updated What's New
Various crafting related.
Reduce squatter time from 4 to 3 mins
Fixed deployable item placement, which was broken by the non-alloc physics merge. The Unity default for OverlapSphere is QueryTriggerInteraction.UseGlobal, but the GamePhysics default is QueryTriggerInteraction.Ignore
Ice lake progress / slightly improved snow
Cherry picked rust/std terrain-blend changes in
22762
Mortar, Patcher AE_Attack events
Renamed Launcher prefab correctly (was Turret)
Launcher AE_Attack event
AI scoring deviation set to 0.01 instead of 0.1.
Emote selector now selects from top scoring emotes rather than weighted random.
Emotes moved to idle module.
deviation from best is now in config.
Idle module now also has Is Busy condition.
Crossbow and Rocket Launcher - Updated to latest rig and arms, clean exports, rebuilt prefabs
Added rust/std terrain-blend factor+fallof control to vertex alpha blend type
restored PostAttackCombatAction, but now only handles restoring direction
Fixed error, builds now fail properly.
human idle AI improvements.
Added TOD Light consideration.
Eating raw fish no longer makes the player puke
Launcher now uses a ProjectileAttackView, new missile attack works
Added Warmth module to humans and more fuckery with Idle module
Fixed bad thing in DSE causing consideration scores to not actually be used
updates to vm source ref files
Updated to 5.6.3p3
New countdown for race mission
Mission status changes
Updated race UI
Uncraftable recipes are faded in the UI.
Item tweaks.
Manifest.
Loot panels replace the character stats on the right hand side on the inventory screen when relevant.
Placing a campfire doesn't magically give you 42 wood
Refactored graphics options stuff a bit, fixed HBAO not being toggled properly and ragging FPS on shitty machines like my laptop \o/
Disabled shadows entirely on Low quality (TODO : make this look as good as it can, floating shadow decals etc)
merge from options branch
More tweaks to idle AI.
Made Social Need have its own corresponding Vital that isn't Mood.
Added Entertainment/Fun Need stats (not used yet).
Fixed Swimming flag.
Swimming and Dancing now provide entertainment.
Various UI campfire & cooking related stuff.
Added slots to blueprint for cancel and finish effects.
Moved start effect to proper place in ItemCrafter.
Hooked progress bar up to CraftingQueue.Icon prefab
Stop fire effect from lingering in a slot if you dragged the burning item to a new slot.
Fixed kickid with SteamIDs appending a space to kick reason
Disable What's New screen again for now
Last gang member clears correctly when they leave and the gang disbands
Category crash fix
Furnace & campfire loot panels
Item edits
UI code stuff
Units no longer play the getup animation when seen in the unit portrait manager