201,944 Commits over 4,171 Days - 2.02cph!
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
updated herbs and put them in temperate
these said they had changed \o/
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
readded the foxgloves to the spawn population as somehow the link was broken
tweaks to threat calculations
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
added resources instead of view models (thanks seb!)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
more bug fixing with help of seb
door_barricades gibs double sided
Stone gate gibs are no longer the incorrect wood gate ones
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Fixed viewport resize breaking water when reflections are enabled
hand axe model for hand axe instead of knife
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
made a slight tweak to the semi-auto rifle's iron sight alignment
IsWithinPerceptionRangeSettings tweak
Removed BaseEntity arg from Stat constructor
IsWithinPerceptionRangeSettings dummy stat instances
Fixed WithinJoggingPerceptionRange causing NREs in OnEnable
GUI tweaks, typos and shit
Default to ultra quality settings so that no one playtests the game and complains that it looks like a dog's anus
Tribe create scene
Removed debug logs
Effect simulation fuckeries
updated spawnpoint gizmos to accurately display prefab that will be spawned
Fixed unlit campfires hurting players after server restart
Made NetCharacterLocal generic
Notifications widget fuckery
More effect simulation fuckeries
Decayed corpses now falls off fire spit and the shoulder of anyone carrying it.
Attempted a fix on making campfires with spit available for another corpse "after" the first one is removed (but untested).
Interaction.PickUp no longer overrides cursor
Activity data mapping now works for all types
More looting/containers/proto
Let's get the order of resetting cook corpse state right, that we don't generate NRE on Complete().