199,770 Commits over 4,140 Days - 2.01cph!
Waiting for next interaction breaks if the interaction gets disabled
Break go to smart object if the interaction plan gets disabled.
compound bow functionality baseline
Some more temp fixes for NetworkUser references not being around.
Settlement Desirability NRE fix
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Workaround for triggers never getting triggered if they aren't used by any effects
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Added Settlement Has Enough Housing need
Removed a smaller allocation PooledList was doing that isn't relevant anymore
compound bow functionality
stickpile has max sticks 5 & starting quanity 3
in OnPreprocessModel set importer.importVisibility = false
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Mouse hidden on death screen
Removed a gang, moved doll spawns.
Underwater plant art files (models/textures/mats)
Actual fix to triggers that aren't linked to effects.
updated script to remove colliders from lods
Underwater foliage spawn files/properties
Player spawns are no longer random
underwater plants movement tweaks
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
more WIP on Bandit guard AI.
Bandit town Scene2Prefab (ai prefab changed).
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
Game mode trigger changed for game mode. Uses a score limit.
Forgot to check in a change.
null check in GoToSmartObject
Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
Added rigged world compound bow
Fixed arrowheads on viewmodel
Added rigged model to entity
reduced spec level on material
Added native monument biome transfer
Backup of some irrelevant changes that can go live this month (rest in shelves)
Merge from procgen_native