200,038 Commits over 4,140 Days - 2.01cph!
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
Fixed inventory UI particles; switched shader to ui-ext/particles/add
First pass on StatusEffects framework
Effects are defined via a definition file in Resources/StatusEffects/
Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
Smooth movement for proxy characters - actually better than the old system.
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Refactoring weapons backup
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing)
Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active
Enabled poison VitalNote and filled in the text so it reads correctly
Status Effects can now apply damage over their duration (standard DamageTypes list implementation)
Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
Moving stuff around part 1
fixed DSE element order in Crafting module
Misc cleanup of crafting related code
Misc touch-ups and fixes for AI.
Added workshop skin download timeout / skip
Added itemskintimeout convar
CraftingOrder holds CraftingStation ref, persisted
CraftingStation progress, order pool, persistence etc
overgrowth materials to core/foliage end
reverting
25447 - new forest splat aint working visually
Fixed raiding animals not attacking
merge from 'naturefoliage to corefoliage'
update amplify shader
update WIP logo stuff
adding placeholder models
Editor DSENodeData drawing tweaks
Animal/Combat/Offensive module tweaks