199,994 Commits over 4,140 Days - 2.01cph!
remove ai_weapon txt files
Added some files that didn't get checked in properly
More progress
Fixed building editor not display all views in dropdown selection
LOD meshes & setup for the cave dwellers.
Fixed underwater scattering not matching below and above surface
workbench experiments can reveal ammo types
Toadlok ragdolls.
LOD mesh tweaks.
Backup in case this breaks the model.
Eye adaptation balance (toned down a notch)
NPC speed now tweakable via convar.
Fixed door protection properties protecting against decay damage
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
some quarry materials reflectivity adjustments
WIP fix for the disappearing corpse bug.
item serialization updated
Building AI now tries to deposit or gather when setting current building. Should stop cases of people being stuck setting and clearing current building.
changed default server browser image
Added Copy methods to GoalSettingsWrapper and GoalPlanSettingsWrapper
Merge from wall_placement
loot barrels drop 2 scrap
fixed garage door taking splash damage
double metal door default
ak47 horizontal recoil kicks in faster
aim sway no longer a factor when tap firing
netting costs 1 rope instead of 3
Updated BASS.DLL to 2.4.13.8-mp3free
cleaned up ProvidesRequiredItems.
fixed building construction description commas.
knowledge debug shows if entities are accesible or not.
Beetle ragdolls don't self-propel into outer space.
added final game tutorial for workbenches and research tables
added road tutorial
added gametips and menutips to phrases
frogboot buff my dudes
fixed bug causing IDLE ANIMATION TO PLAY DURING SAR ADS WTF BBQ FFS
Reworked raids from a desire into a group component
Building placement & socket fixes
scientists accuracy reduced
Disabled water caustics shadowing (unity bug.. wait for upgrade)
Ambient sound is no longer set to streaming (perf fix)
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Subtract
25407 just in case
Reapply ambience streaming change without stray waterwell files
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Can now specify a min/max number of units to spawn per unit type
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)