201,138 Commits over 4,171 Days - 2.01cph!
quartered rowboat population
Added a load of weather colliders.
Few more weather colliders.
Underground entrance designators.
Damage resistances applied via status effects should now work
Fixed some compile errors
Fixed the crazy seam issues around mine entrances.
Market units are now created with empty mod slots.
Refactored some unit slot creation/fill code.
more mod slot refactor, slots now limited to a max of 1 movement mod.
Different prices per mod type.
Mod market value now caclulated correctly.
Unit market value now includes equipped mods.
Finally found and fixed the match outcome bug where it was really difficult to click the continue button somtimes. (fast forward button was blocking it if you end the match on your turn)
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Minor damage calc adjustment.
Fixed gap in Garage door which allowed traps to be trigged through
Exposed distance required to move mouse to open radial.
Distance is percentage of screen height.
Fixed been able to build on northern cliff rocks (Savas KOTH)
Fixed double barrel shotgun missing from T2 loot table (Savas KOTH)
Fixed radial indicator being invisible
Fixed cohesion join/leave events firing while skipping to morning
Cherry picking
26000 (Steamworks update)
Cherry picking
26035 (Schema refresh stripping)
Cleaned up some old status effect damage reduction logic that never really worked?
Stonecutter will no longer bring big rocks to the stockpile if they don't have the necessary equipment to smash them
compound whitebox first phase backup
Ported the new position lerp system from Rust, which fixes a lot of the npc ice skating.
Added a popup for when someone leaves the tribe
Default physics step is back to 0.02
Added temp_field_large spawn population to procedural maps
compound whitebox first playable
update logo color customisation
Unit.Navigation uses NavMesh.FindClosestEdge when partial path distance threshold fails
adding label to mod inventory
Commenting out manual navMesh samples in Navigation.IsValidDestination
Fixed NRE in TribeLeavePopup
Fixed npc rotation.
Misc npc mountable stuff.
Exposed Name field of SmartObject interactions.
Added SetDesiredTarget interaction.
SetDesiredTarget is default on Campfire.
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
More on Scientist AI and Mountables.
PlayerController cleanup and attempt to make people tend to more than one fire (Target filter in selector should be in First mode but that causes an NRE, see BEF-82).
Ported back a load of weather system stuff, added some more weather types and improved FX for rain and snow