200,180 Commits over 4,140 Days - 2.01cph!
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression
Item crafting now provides experience for the associated Role
Crafted items now have their quality determined by the role level of the crafter
Role defs on some craftables
Radial menu command cleanup, NRE fix
Wooden cabins modular pieces LOD/COL/Prefabs
Walkway segments LOD/COL/Prefabs
Updated swamp cabins scene
Make Client/Server separate work
Research station UI basics
AI designer node child position updates when dragging parent (ported from progression designer)
Fixed settlements skipping level 2's requirements
Events work, refactoring/cleanup
Changed title screen text back to WiseGuys (from "Plan Z")
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
Reverse changes to NPC.GetTarget and NPC.GetEnemy return values as it causes unforeseen problems with existing mods
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
refactored out UnitLineAttackRangeSO.
more attack refactoring.
cleaned uo PlayerAreaView
attack defs.
more attack def/setup rework.
disabled attack symbols on unit cards.
All levels so far: independent crate spawners for loot rooms
Charger attack is now reduced by armour, increased dmg 3->4
biter now reduced by armour, dmg increased 4->5, hp increased 7->8
Interpolation clock tweaks
removing arrow from attack cursor
Slightly more conservative value
Oops, off by a factor of 10
Added some loot prefab for CNR game mode
Node graph editor cleanup, base node type with common util methods
Roles API method rename for clarity now that we no longer support multiple concurrent roles
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
AIBehaviour cleanup, fixed bad profiler sample
decreased length for testing
clone vat greybox for tunnels lab
Island cleanup
Compound work
Fixed monster_tentacle not dealing damage properly
Player commands refactored to a single type for easier pooling and duplication
Updated Facepunch.System
Used Facepunch.Pool
Removed Pool, GameObjectPool
More work on sensory system. They no longer freak out about flares++.