199,311 Commits over 4,140 Days - 2.01cph!
Meager start to melee parry.
Making a better lot format
Item stat pool values now applied only to the max value of a stat.
Male asian meshes, materials & textures
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle
Added missing nav mesh obstacles to the tanning rack and crafting table
More character refactoring. Still creating the outward-facing interfaces
update dynamic decals
update slash fx
Refactoring for persistent player stuff
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer
Seeing if I can get rid of the necessary reference to the persistent side of a character on the client entirely. Seems promising.
New Unlock: Storage
Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap
Unlocks Backpack, Basket and Pot
Back Pack now requires 2 sticks and 1 grass and the crafting table to craft
Basket and Pot now require the Crafting Table to craft
PersistentPerson cleanup + more
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource
Only changed in TestBox, this fixes fishing spots spawning underneath the ground
Limited the island to a playtest proper size, part 1
Inconsistent plastic fix crap.
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated)
New Unlock: Advanced Fishing
Unlocks when a unit reaches Novice in Fishing
Unlocks the advanced spear
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
Mushroom crash fix.
Stamina recharge tweaks.
Health tweaks.
Manifest.
Materials for the different attires.
Remaining attire materials.
merge from cliffs remodel
Male asian head/body seams
Added ambient lighting to light body
Female asian head mesh, materials & textures
Fixed biome mat objects not being initialized on warmup and causing a pref spike when used on decor objects
Disabled pathfinding filtering in DM (testing)
Fixed parenting on bradley and heli loot crate fireballs
ImageMasked creates fresh material instance if the ref material shader differs
Fixed pause overlay flashing up when switching game speed
View model settings
Set anims to use base mesh vessel
Cleaning up asset display name + debug name and formatting usage (also improves editor perf in AI designer and other tools)
Exposed protection values in item stats properties.
A bit more fiddling with the tooltip ui for inventory.
grassy edge texture alpha tweaks
added code tooltip toggle for menu buttons, disabled.
added a Toggle panel to menu for auto starting AI games when matchmaking (doesn't start the game yet)
Removed AIModuleSettingsWrapper, various related cleanup
Stripped modules from Rhino
DataAsset.OnValidate name caching, cleanup
validated all the asset ever and saved em