199,369 Commits over 4,140 Days - 2.01cph!
Fixed half height walls providing better stability than full height walls
Fixed roofs having ridiculous stability
Better deaggro behaviour in animals.
Merged from animal behaviour branch.
junkyard - cant jump on top of container bridge
Mining quarry tweaked LOD distances / object position fixes / rock tinting / scene2prefab
Attempt to fix the furnace error
Tribe creation/customisation cleanup and prep for leader only w/random tribe
Testbox runs testbox scenario
Scenarios can define a list of console commands to execute on start
Mining quarry fixed biome tinting
more career match summary screen wip
added a fallback time to tree felling so that stuck trees still end up giving logs
Added additional deploy volumes to floors
Added DeployVolumeEntityBoundsReverse (check deploy volumes of neigbouring entities against our bounds)
Tribe cohesion ruonding reduced from 0.25 to 0.1
Fixed some wall stacking exploits
Quarry rock tinting fixes / mining_quarry_c dressing and overgrowth / disabled building inside the watchtower
Fixed warning on server when NPCs eat plants.
Misc fixes and improvements in NPC behaviour.
Fix compile error on server.
More on animal behaviour.
HoveredInteractableIndicator shows a little hint icon when the player can open the radial menu
Hand axe is now tool type Blade
Hand axe is no longer a weapon
Role on click assignments for resources
BuildingProximity checks building privilege on all blocks we're connecting to (in addition to distances to blocks we aren't connecting to)
Initial crafting progression WIP
Makeshift Hazmat suit art
Merge from building_system_3.1
Added a new base bame start system.
Command trigger text reset
Added shell protection to 1/2 and 1/3 walls
Cant open radial unless it contains more than 1 command
Mining quarry b overgrowth and dressing