199,294 Commits over 4,140 Days - 2.01cph!
Fixed tanktop, collared shirt descriptions
changed hair to new shader
Updated bridge prefabs
Fixed no path issue
AI can boost
Refactored target pos
Converted some of xtab's skins to the new system
Updated RustBuilder
ASE.CustomMaterialInspector error fix
Fixed egg thing because reasons
Buildings and interiors now generated on client from proto. Needs seeds.
Added Consideration Group (needs editor work)
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
ConsiderationGroupSettings editor
started adding stat comparison with group.
fixed exponential curve calculation.
Some small spawning fixes.
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Disabled graphics jobs again; causing crashes and breaking deferred lighting...
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Disabled dynamic batching
Separated out sensors
Sensors track both environment and vehicles
Re-enabled pre-processing for server builds
Simplified workshop icon outline effect
FOR FUCK SAKE replacing suimono water mesh/ disabling tesselation
FOR FUCK SAKE fix suimono bad UV scale on ocean
Only occlude looping sounds via gain (quick temp fix for surround sound DSP issue)
Vehicle interaction work. Removed the whole concept of a separate "vehicle" camera - players continue to control their own vision directly. Added (placeholder) steering wheel as a HeldItem type, with the intention of it being the "item" selected when driving a vehicle.
Fixed Inverse Exponential function of Response Curve.
Throw error during DoPrepare if gibbable isn't readable
revert this shader because I accidently checked in a broken version
FOR FUCK SAKE reverting ship prefab
Buildings now fully replicate.
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
Fixed sensor issue
Added tunnel prefabs