200,680 Commits over 4,171 Days - 2.00cph!
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
Undone fix testing something
Fixed terrain painting not updating
Island 1 fuckery
Added a Targeting States enum to Combat to determine what we want to do about the current target.
Removed IsAttacking bool because we already have a States enum with an Attacking state.
Added TerrainDecals system for splat tinted and biome/season synced decal management
Buildings can now optionally spawn with a dirt decal
Building placement guide uses a decal
Added back the AI for picking up thrown weapons (untested because I need that NRE fix from main)
Fixed missing components on terrains in various scenes
More decals bits
remove null stats from the Stats component (because they probably got deleted)
new career saves start with one mod of each type in the mod inventory
WIP observing targets coming to an end after a while.
Various fixes to combat AI in the aim of getting it functional again.
Fixed some effects that still seemed to buff threat instead of bravery.
More observing WIP stuff.
pass of the default squads for current maps, making them more fun and varied
Added SerialziedPropertyEx.SetDefaultValues which does what it says
Compound gate and walls first pass
Got combat basics working (at least 1v1 on nospawns...)
Add gang members properly