200,754 Commits over 4,171 Days - 2.01cph!
NRE Fix
better exploit attempt logging
Merged Opinions, Traits & Beliefs into single Unit.Personality component
Added PersonalityTypeDefinition
Frontages are much cleaner.
Start and end points extend if they can
Improved navigation/steering WIP
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
▌▍▍▉▇▆ ▌▍▍▄,, ▉▌▅▉ ▄█▅▉▋▄▋ ▍▆ ▅▌▉▉.. .█▉▉▉ ! ----> ▇▊▇▄ ▆█▆█▍! ▆▄▍█▆█▍▌
Branched cus I've fucked it
sitting in chair provides 100% comfort
Fixed missing shadows in shadow quality < 2
Fixed penumbra shadows not reset when switching quality
Filled last frontage gaps
VehicleMovement hits triggers
Better adjustment to ground when on a navmesh link.
Stop freezing when stuck on an invalid navmesh link.
sedan collision model for interior
Added graphics.grassShadows convar, disabled by default
Added Grass Shadows toggle Graphics menu
Fixed render texture size error when loading editor
quicker sitting animations
skin approval
nav_grid and ai_dormant on by default.
Added facial hair meshes and facial hair test, Added female hair textures and materials, Added pubic hair mesh, textures and materials (for imallpor), Added facial hair morph test - all to skinupdates branch.
more weapon definition stuff
Slight adjustment to Crafting Station.
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)
Toggling grass shadows force-refreshes grass meshes
Tooltip positioning stuff moved to separate component
Talents progress
Item item fire FX fix
Data updates
Null check shit in PlayerInventoryProperties because we're not fucking savages
TalentsUI progress, nuked a bunch of loadouts
Manifest
Cleaned up some stuff.
Character sync not for humans. Don't waste network bandwidth.
Fixed buttons.
Deer skull doesn't need to be a consumable anymore.
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Moving inventory to server/owner only
Can now trigger unlock definition unlocks from the Debug Tool->World tab