200,687 Commits over 4,171 Days - 2.00cph!
temperate birch tweaks
halved textures size
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
moved construction back to high priority but added condition of not carrying an item for the building
chainsaw NRE fixes
chainsaw uses materialpropertyblock, animations work in third + first
update unit detail card to be drag from larger area/fixed the random shuffling when cards were drag more than once at a time
Tweaked LOD distances on small trees
fixed detail card info not updating
added / tweaked 3rd person chainsaw animations
sponsor/objective UI prefabs, scripts, wip.
disabled career scene object
update career unit detail panel
Fixed radial options not being updated when selecting a different unit
NPC stats from the spreadsheet.
LOD tweaks.
Baked yet another navmesh.
fixed armpit hair, material tweaks, fixed lod distances
fixed uv1 issue on clothing items that have exposed skin. fixed skinning issue on wrists on collared shirt and mesh clipping on baseball cap
set team color for the team view/detail unit
Don't disable billboard culling on SpeedTree billboards (only on our own imposters)
Slight tweaks to tree quality behaviour
Tweaked fireball stats and made the radius inline with the vfx.
NPC tuning.
third person chainsaw sounds
flare slightly more common in caves
Fixed item removal event not being called when removing from container.
Fixed depositing calling remove after dropping the item and thus not properly handling item removal.
Fixed IsCarryingRegisteredBuildingItem handling of contained items.
Interaction module no longer counts as "Is Busy".
aparently some stuff I didn't commit
incendiary shotgun shell fps improvement
spas12 fires slightly faster
NPC tuning.
Fixed missing sounds on Beetles.
Removed that helmet overlay code that we don't want and was erroring.
added more interaction positions for building the crafting table
Improved Scientist AI at junkpiles.
Junkpile A and G no longer carve.
Improved AI settings of M92.
Scientists can now enlist to the patrol route of a location when manually spawned.
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.
Prevent NPCs from opening doors that has locks on them.
If an effect is added while the same effect is already added, the duration of the existing effect is reset rather than adding a new effect
Fixed bleeding effect healing rather than hurting
Fixed damage from status effects procing the status effect on hit of an NPC (should fix effect spam)
fix for chainsaw effects appearing active when deploying
fix for left click spam of chainsaw
removed capmasks from skin materials so they're all the same for the dyesets. adjusted new textures so they aren't gigantic and have decent compression, removed all old and wip textures and mats apart from styles that still depend on them currently
NetworkLevel work. And NPC walk zones work again.
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
Raised random tint color2 on pine mat
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Added a physical spell school.
NetworkLevel simplification