199,463 Commits over 4,140 Days - 2.01cph!
Overall position now shown on league table, fixed Elo calculation lower clamping
Fixed sky reflection rgbm decode intensity mapping
new player records correctly get added to elo list
league table UI now hides until update received when first showing, hides unused entries
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
added Discord button to menu screen
DispenserItemFoodValue now only writes interactions specified in a list of valid ones.
Berry Bush has Consume From Dispenser (Human) interaction.
Food value consideration now actually uses the food value (this means people won't eat shrooms anymore).
Added a bit of music
Occluded some sounds
added stats, player.stats, player.list, game.lists server commands
Disabled AudioManager on server, locked server FPS to 120
made the vehicle tire smoke taper off when the car goes airborne
Some last music setup tweaks per Alex R's suggestions (should work properly now).
fixed scrap coming from food boxes (wtf)
specatators can use map (mod support)
setup research costs for all items
setup workbench reqs for all items
added 'basic' wood crate
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Fix for error if player gets a welfare notification right as they die.
Fixed a party invite ability not being marked as ai only
Merge minor Character cleanup to trunk
Merging character refactor changes
Merge my character refactor changes
Tweak large gate sounds to match new anim speed
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed playtest InfoMessage bug reported by Ryleigh.
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
buckle up - merge into main
workbenches, sheet metal door, research table default blueprints
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Double armoured door research scrap cost is now the same as single