199,304 Commits over 4,140 Days - 2.01cph!
Made high priority modules actually work
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Scene walls don't glitch out from batching anymore.
Placeholder tree tweak.
gathering for fire ignores carried items
Fixed the blueprint errors.
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Rename character owner to character so it's no confusing re ClientOwner
research table converts scrap + source item into blueprint
items show as 'new' after being unlocked
hide item categories that contain no unlocked items
show workbench level 1-3 requirement when blueprint is selected
removed bunch of editor warnings
Working on input changes. Going to make a shared base class for player inputs. Just split into Server/Client for now.
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed a couple of stone piles that were spawning inside cliffs
update dynamic decals to latest version
updated decal related stuff to make it works with the updated version
updated slasher attack FX with decals
Non-laggy hit detection for the rest of the NPCs.
Cleanup.
Removed horse spawns.
NetworkUser work. Has some issues
NPC stats.
Animal corpse loot.
Cleanup.
Minor HUD healthbar tweak.
Fixed the boar stats that got fucked during the Rust merge.
Same for the broken wolf stats.
Unfucked the zombie stats & look from the merge.
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
update dynamics decal ressources shader
Use DynamicNavmesh if a scene doesn't have a NavMeshBakeManager.
Lets not attempt to do a loadout if there is none.
Fixed UnlockDefinitionEditor not properly saving or displaying interactions via id lookup
Fixed tree chopping unlock data
Merge from AI rework cause
Fixed bad indents caused by AgentParametersEditor
Feathers, arrows, chicken loot and stats.
Manifest.
changed format of game log header
GameLogger now includes the match start date and time when it builds the log filename
Enabled selectable missions
host turn timeout handling reworked
Switched Map toggle to GameManager
Added RAM usage to perf text
Windows system info tweak