200,664 Commits over 4,171 Days - 2.00cph!
Fixed bad continue in SelectCraftedItemForStockpile
Fixed weapon rack missing a bunch of interactions
Fixed crafting orders being removed when they had no recipient
Fixed Unit.items.OnDepositItemToContainer never being invoked
Fixed crafting order creation doubling up from the count displayed in UI
script to help control various special fx / sounds on the chainsaw
Fixed various issues related to non-human units in the player's Group
Some work on vehicle actions
More non-human unit fixes
Lots of work on IsServer/IsClient checks. Tried to also reduce #if defines but without much luck.
More animal in group fixes
Fire takes longer to light
Fixed Actions.CarryUnit not properly removing the unit from its container, if applicable
CarryUnit also nulls the unit.ContainedBy property
Various cook/corpse related AI tweaks
Actions.DropUnit will no longer fail and break if the unit isn't attached
Removed misplaced event invoke in Items.Add
Working on vehicles, plus extra fixes for #defines
2h and 1h staff setup WIP
NPC roaming works.
NPCs properly damaged by spells.
Manually spawned NPCs not stuck anymore.
Vehicle work, plus removed some listen server things that were only relevant in the old system
Fix classic bug in MaskCollisions
More weapon stuff
Manifest
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All signs, banners, frames now repairable
water purifier can no longer be placed on barbecue
Crafter will drop crafted items if there isn't a stockpile for them
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
spit has vertex colours and correct material for visual building
can now buy mods at the market
So much 3rd person stuff I don't even remember it all.
Tweaked icon rendering
Made schema output to two files (so we don't have to manually delete stuff from the json file)
This week's skin approvals
unit detail view card mod slot UI now works
mod inventory appears on unit detail card when browsing player owned units