200,321 Commits over 4,140 Days - 2.02cph!
Bandit town scene layout progress / wooden walkway greyboxes / mossy rock materials / swamp water material
Fixed interaction menu sort order (default interaction) on sleeping bags and doors
Fixed being unable to pick up collectables
Persistance++
Added missing folder meta file of no relevance
Moved Facepunch.System and Facepunch.Unity to asmdef
Reverting accidentally committed ProjectSettings
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Fixed auto turret order interaction
Fixed StorageContainer and BaseOven order interaction
merge game lump handling in modelloader
assert builds work
remove R_CullBoxSkipNear, merge R_CullBox
Settlement levels, activity, keywords, enum gen
fixed a bunch of boring todos
fixed 64-bit CVertexBuilder::Fast4VerticesSSE
Settlement leader keyword name fix, include claiming group in activity data
Tweaks and optimizations to AO
Fixed temporal AO motion vector frame delay
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery
Fixed NRE when CookCookable process finished
fix size of _ignore_this_common_lua_header_ in both builds
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
Fixed settlement housing and food needs missing their completion conditions
Another attempt and cleaning up animation bool change callbacks
Coverage queries debug fix
Added and toggled builtin async gpu read path to occlusion culling (testing)
Fixed SuppliesConsideration and Condition not correctly getting the settlement.
GoToUnit action is a bit more lenient.
Added a method to disable navigation and warp to a position.
Going to smart objects now warps to the interaction position and leaving them unwarps.
Fixed q=2 penumbra hard edge on spot lights
Fixed q=2 point light artifact when close to camera + penumbra size
Character events work in progress
BigInfoText uses the new characters events
Added missing return in GoToSmartObject.
Warping added to Navigation logs.
Another autoturret order tweak
Tiding up some of the building networking code.
Fixed need defs editor not showing the fulfilment conditions
Fixed group needs not triggering
fixed longstanding AI NRE in certain situations
Added the missing return in GoToSmartObject from
16100
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
Removed detail layer from hoodie material
merge from compound branch
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
BuildingUnit is now a networkentity
Cleaned up behaviour smartObject subscription management