200,024 Commits over 4,140 Days - 2.01cph!
Threat conditions on various modules (idle, sleep)
Merge the concept of Player Command and Player Instigated in GPV/Behaviour
Removed old unused method in Combat+Targeting
Added "Not In Combat" Effect
Removed ISpawner interface, fixed HintCreators being spawned when parent GameObject is inactive
Slight performance boost going from 2D array lookup to 1D array in QuadTrees.
* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
QuadTree cherry from main
Setting combat target gives rage boost
changed map/formation naming convention
Rage generation from Combat component instead of set target action
Wooden logs can be harvested for wood
All cacti can be harvested for cloth and cactus flesh (instead of only some)
Removed some tiny trees from the spawn table
Small trees give same wood per hit as large trees (still less wood overall)
Added pooling support to ores
Resources no longer occasionally spawn inside of each other
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Removed Stats+Properties partial, exposed stats via Stats[name] operator property
Ores in the arid biome are covered in sand ever so slightly (similar to snow on ores in the arctic biome)
Tweaked clutter rock scale so they're not as easily confused with collectible ores
Rocket factory progress / new paths throughout the level
The territory map is now only updated if set dirty
Fixed effects.bloom disabling the effect instead of switching between low and high quality
Various UI and game state cleanup/refactoring
Territory Location Selector caching fuckery
Various UI overlay fade fuckery
Mine loot in mines.
Various fixes.
Moved entity bounds check to worldManager post spawn routine
InteractionPositions never check if blocked more than once per physics step
Session runs PostStartNew prior to playing cutscene where applicable
Fixed bad GameState checks in ECS
Fixed human_walk animation (frankie please check import settings)
Snow weather tweaks
Branch attachment fixes