199,291 Commits over 4,140 Days - 2.01cph!
New network interpolation and extrapolation
stripped kit ids from team, gamehost, setup etc
weapon_smg1 works for NPCs
SMG costs reduced
Machette is default blueprint, required WB1
removed wood cost from sleeping bag/sheet metal door
removed paper, note/building plan requires wood
added more loading tips
added voice chat tip
phrases
Planters soil is a separate renderer
skin approval
fixed bullets causing harvest tips to show
updated planters with new models and fixed darkening of the wood
Cleaned up all missing asset references. Some other stuff too
Removed stylized nature pack as we were only using a single tiny rock from it. Moved the rock out.
Pine trees snow biome variants
More cleaning up warnings
Merge in project cleanup branch
Berry bushes no longer auto-dispense
Campfire added as addon to giant hunt
Fixed ActiveBehaviourCondition not respecting GoalPlanVariant.IsActive
Add testconstruct back to the default scene list
Adjusting the GameModeUniversal prefab to load and unlock correctly when entering/leaving a game
Fix units taking corpses that are being cooked and putting them in a stockpile (won't stockpile corpse that is being processed)
Removed HasHolder condition from Eat From Cooked Dispenser goal since we want units to eat from a spit
Subtracting changes, was on the wrong branch
Redid the corpse changes I did on the FillView branch
working on new strands and materials/textures
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed
Let's null Current Goal if its Module fails.
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
don't null Current Goal if we have an active GPV
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
Fixes roles icon on overlay markers
Fixed radial indicator not following its target
Fixed UnitIndicator progress balls lingering
Added back the timeout for Possessions.
Timeout is refreshed when a new GPV is set with the same Goal as when the itme was picked up.