200,024 Commits over 4,140 Days - 2.01cph!
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Campfire FX tweaks, fixed duplicate FX being spawned
Misc convar description spelling
Misc options menu spelling
change to AI advancement ordering
Adjusted reflection quality 1
World reflection quality defaults to 2
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Fixed TargetSettingsName NRE
don't do physics enabling or disabling if there isn't a Rigidbody
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
Added support to filter out raycasts results from the wrong domain.
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
Zone.OnValidate sets gameplayBounds center
Fixed itemcontainerentity
Removed redundant Hapis APC path files
knockback unit experiments
New crafting UI, crafting station order creation
Moved some utility stuff out of CraftableParameters and into CraftingUtility
CraftingWidget now only shows items that can be crafted at the target station
Disabled core/foliage translucency for indirect lighting; requires indirect shadowing to work properly
Crafting station UI indicator fixes
DM ignores entities that are not enabled
Spicebush prefab settings
Fixed NRE in CraftingWidgetIndicator.OnMouseOver
Fixed knowledge overlay showing disabled entities
Disabled warnaserror on this branch
Crafting and GroupNecessities persistence WIP.
Some fixes to loading.
BaseEntitySettings.IsStatic now exposed to editor
Vehicle component boilerplate
Added AIActions.SetViewParent with various modes
Fixed bad data path for Necessities.
Moved all NecessityDefinition to correct folder.
Fixed renderer states not being nicely cached when we toggle an entity's view
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
Make sure meat/skeleton unit meshes are hidden on load if the unit is alive
Cache active renderers at the end of UnitView.Setup
Fixed BaseEntity.Enabled and IsVisible being set in init, not properly loaded
Fixed crafting widget indicator getting stuck in a hidden state
Working on NPCs and bugs.
Clean up errors when in #CLIENT only