200,327 Commits over 4,140 Days - 2.02cph!
Geiger Counter optimization
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Removed old junk system plugins folder
Added System stuff to plugins, set up references.
Moved statequeue and interpolation
hair fuzz and material changes from hair_caps
Tweaked last known position movement AI.
Another monument navmesh tweak at Compound (last one)
Updated monument navmesh in Compound scnene (no scene2prefab).
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Set isDead or isDowned bools when dropping carried units
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement)
Reset game speed and pause overlay UI states properly between sessions
Added IsDead override state to the human animator
Fixed dropped units having fucked rotations
Animal animator override isDead state
Deer override dead anima assignment
Fixed gamespeed changing back to incorrect values after group sleep ends
Stationary scientists at Compound looks at players if they get close enough.
Set Raid AI to always evaluate.
Tweaks to creepy look at behaviour in Scientists at Compound.
Fixed strangers being able to sleep in your buildings
Tribe leavers break all active behaviours and clear desired target.
When a Unit changes group they will assign themselves a random settlement
PresetManager, whatever that is
619 fbx meta file auto updates
null check the group in the GroupMember OnGroupChanged callback
adding _Maintext property to the graphmaker shader to fix the error spam on the graph outcome panel
Disabled chair detection in NPCs.
Safety check around AI context's position entity to ensure it's not destroyed.
barrels and animals no longer trigger player as hostile
hostile warnings are cleared after switching servers
dive site crates now are visible (oops)
dive site crates save behavior fixed
looting your own corpse no longer marks you as hostile
suiciding in compound no longer marks you as hostile
looting backpacks now marks you as hostile (except your own)
fixed startup errors
fixed exploitey areas of compound
added more external compound turrets
fixed chill zone tables/bbq being stealable
more hobo barrels on compound for night lights
protocol++
Removed cohesion events & cohesion component, now handled on a per settlement basis
Settlement levels boilerplate
Unlocks can define a required settlement level (must have at least 1 settlement of the given level in order to research)
Removed Group need type, now always associated with a Settlement or Unit
Fixed decals persisting between sessions
Replaced a bunch of Enum.HasFlag usages with non-alloc HasFlagEntityType ext method
Added ClearFog cheat (turns fog of war off)
Improvements to Scientists vs dead people and targeting/shooting.
Fixed bad need types, editor NRE
one last sentry near chill zone