202,076 Commits over 4,171 Days - 2.02cph!
More loot stuff.
Aurora improvements. #priorities
Manifest.
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
Mine & farm loot tables & spawns.
Navmesh Link transition improvements and other misc AI tweaks.
more AI/tutorial stuff.
fixes.
merged from main.
Added male facial hair 02
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Fixed morph cache not dirtying on setup
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
chromium asset://garrysmod/... handler
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
old benches can now experiment
nre fix
Upgraded temporal anti-aliasing to PostProcessStackV2
prefab error fix for hammer & rock vm
added correct materials to male_facial_hairstyle_02 material swapper
Temporal AA now default (convar reset)
Player preview now uses temporal AA
Scenario editor progress
Updated Facepunch.Steamworks
crossbow/bow no longer have stance recoil
skin approval
Fixed post process stack v2 modifying player defines
Forcing project settings update/reset
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Fixed hair not deforming back when removing hats
Fixed NRE caused by post process stack v2
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed zooming in non-TSSAA modes
Fix for black sludge in TSSAA
Visual timer for the wait task
Fixing some client/server issues
Put task description in game time, to match the timers.
Some tweaks to melee hits (still not perfect).
Added Goal Momentum which can be broken by designated Goal Plans
Refactoring gang mission stuff
New package get gang mission type
Scenario editor workshop progress
Moved most postprocess stack shaders back to original folder to allow local builds
▄▉▉▄▉ ▊▆▍▋ ▋▌▌▅▅ ▌▊▅▅▉ ▊▇ ▊▋▉▊▍▇.▉▇▋▉
Spawn basic "trade location" objects randomly in cities. Going to use these for missions
Second attempt at a black sludge fix
Misc grave fixes
Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave"
Added some info text to the MachineProcessSettings editor to show an example of the machine process text
Integrated trading into gang missions
Fixed water shore flickering when TSSAA is enabled