200,805 Commits over 4,171 Days - 2.01cph!
Last few stats editor tweaks for now
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Fixed vitals getting bad values on startup
Settlement creation basics
Working on getting gang support back in
Fixed menu clicks not swallowing input
Added DynamicDecals
Combat hits cleanup, decal assignment
Wearable prefabs to units layer
Fixed underwater ocean rendering glitch when looking up
Working on adding a gang warfare game mode for testing gangs
Gang warfare test mode mostly working
Join gangs correctly, spawn in gang buildings
Got gang safes working as they used to
Gang warfare mode fallback for scenes with no gangs
Got gangs to serialize and deserialize correctly to clients. Gangs were overriding their NetworkEntityBehaviour ID with a custom gang ID, which meant the server wouldn't match the client, and the deserialize mask would stop it deserializing. Moved the gang ID to a separate var.
Subtracted
26423 (EAC SDK update)
Limit crafting queue length to 8
More sane upper limit for how many items to craft in a single crafting queue entry (limited to item stack size, 10 for unstackable items)
ForceWipe now deletes PlayerPrefs too when triggered.
Made the whole help prompt a button, as well as the X.
Help prompts now close when clicked, and save (to not open again in the future)
Setup some help prompt IDs
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residential buildings LODs
Building material variations
Compound scene update / scene2prefab
Moved target observation to highest priority
removed IsAttacking conditions from movement mode AI because it's only true when actually hitting an enemy
residential buildings COLs
scene2prefab
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wip event triggers to automatically disable the various help prompts when completing the actions
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
dont init FoliageGrid in edit mode
Fixed disabled terrain on island1
A potential fix for the spawn issue