200,001 Commits over 4,140 Days - 2.01cph!
Make a note that RequiredReversible does nothing yet.
New mushrooms (no lods yet)
Fixed the Mafia building sign showing Sokolov instead of Mafia
Added NPC AI check when buying drugs that skips going to buy them if they have little cash. Has the added benefit of spreading out their visits to drug sell zones after server start, since welfare payments are staggered and they start with zero cash.
code cleanup
tonnes of minigame work
tightened up all colliders
trees give half their resources on falling
disabled minigame on some weird small trees
merge into main
protocol++
Fixed sporadic edit-only error in PostProcessLayerEditor.OnEnable
* GitSync
** Added info of mount.cfg into gameinfo.txt
** Fixed DFrame buttons being higher than the header
* Added INFRA spawnmenu icon and map category
* Updated INCOMPATIBLE map definitions
* Changed "quick search" to "quick filter" to better represent what it is
Subtracted 23812; needs a better approach
Dormant agency for NPCs support Dynamic Navmesh.
Entity Query has special grid for player queries.
Custom navmesh terrain mesh now respect nav_wait.
Cleared some gc from AI systems.
Tweaked NPC attack offsets.
tutorial squad change.
more tutorial.
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Added more stuff to plugins project
Primitive lootbox fbx/materials/prefab/gibs/textures
Added configurable intermediate format for PostProcessLayer
Fixed player preview background
Fixed particle shader compilation errors
Enable ScenarioEditor in standalone builds
Updated TTT gamemode to the latest version.
Candy cane club lowpoly and textures
wip environment
getting latest
tweak some shaders
Removed CanTargetSelf and RequiresTarget bools.
Animals should die less on spawn during server startup (if at all).
Validation improvements related to enforcing ValidTargets
Fixed camera profile not being reset to default after entering a edit session and then starting a new game session from the menu
Added convar to alter Navmesh Obstacle behaviour.
Other biome flower tweaks
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement)
Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
Tooltip coding backup. Welp.
Item category shit.
More validation.
Replaced a bunch of conditions that used to have a blackboard mode with the target version and appropriate target modes.
Removed mushroom changes.
Another stab at fixing player/animal motion blur popping when swapping LODs (less costly)
Re adding mushroom changes
adding more buttons to the editor tree script and updating the oak tree with lods