200,541 Commits over 4,140 Days - 2.02cph!
Fix GetAnimInfo bailing on valid entities
Unfinished characterstate work
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compound tunnel B improvements
light overgrowth pass
scene2prefab
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Made it impossible for people to own more than 1 building/home (for now)
Ownable & Ownership cleanup
EntityId caching
Fixed potential NRE in VisualFX destruction
Combat targetting callback cleanup
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Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry)
Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
cmd verification base work
Campfires can now be added to existing settlements
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More combat callback cleanup
move and attack commands now return false if they invalid actions
fixup panel message parameters
People should no longer hunt if they're carrying a unit.
IsCarryingUnitCondition has a "Condition" mode.
progress backup / tunnel A scientists patrols
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tunnel B scientists patrols
A and B lookat's
scene2prefab
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ProtoIgnore EntityId.cachedEntity
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Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
Fixed log stockpile selector using the wrong condition
Wearables & attachments weight in debug view
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Update prefab ID in DoPrepare instead of OnValidate
Settlement claim functionality, AI action
Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType()
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states working properly again
use proper datatype for some linked list iterators
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