199,318 Commits over 4,140 Days - 2.01cph!
Null check shit in PlayerInventoryProperties because we're not fucking savages
TalentsUI progress, nuked a bunch of loadouts
Manifest
Cleaned up some stuff.
Character sync not for humans. Don't waste network bandwidth.
Fixed buttons.
Deer skull doesn't need to be a consumable anymore.
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Moving inventory to server/owner only
Can now trigger unlock definition unlocks from the Debug Tool->World tab
lot placement revamp test
New Unlock Definition - Advanced Leatherworking
Requires player to craft Hat or Animal Hide Bed
Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01)
Tanning Rack now requires 4 wood, 4 stone and 1 animal hide
Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack
Fixed Tanning Rack not having collisions or an interaction position
Fixed build error in SetDestination
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted
Work towards mixed navmesh grid cell fidelity.
Fixed item placement command generation doubling up commands for placeable items
Verious refactoring magic
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
Dynamic navmesh grid cell fidelity work.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
Some npc navigation improvements.
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Icons show correctly on mission panel
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
fixed arms clipping on m249 reload at max FOV
Talents console commands, points, etc
fixed unlocked talents showing highlight glint after being unlocked
available points on talents UI, tooltip cleanup
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
rock cliffs and rock_big LODs, prefabs updated
Fixed before/std blend w/ terrain ignoring Albedo texture
changed cliff grassy bits material to terrain blend