202,286 Commits over 4,171 Days - 2.02cph!
CAT clips and human tweaks
Added SmartObject GoHere
SmartObject now has an overide for DM scoring
background loading priority
Species predator list uses WeightedObject
Added DestroyOnUnsubscribe to SmartObject
Added OnSmartObjectDestroyed callback
Improved object destruction in GameManager
Player RMB now creates a Go Here Smartobject and subscribes the selected Unit
Only SmartObjects where ScoreForDecisionMaking == true will be tracked by Unit+Senses (it's on by default)
Updated F2 menu dev layer toggles
Improved readability of the F2 menu FPS counter and dev toggles
Fixed wall placement issues
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Adding art for the oil crater
slightly higher HQM ore drops
can find HQM in some barrels and radtowns (not much, though)
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Added MaxInputEntities to MachineProcessSettings
Added InfluenceMapEffectorParameters, included in EntitySettings and used to create effectors on init
Updated Before Editor with some of the new data (inf map, predator list for species etc)
Removed requirements from campfire
Fixed NRE in ActivityManager
Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Tweaking stone wall prefab
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GetActiveItem NRE
"WorldSetup.Instance is null" stacktrace for Andre
Deployer/Planner NRE
ItemIcon NRE
Fixed ammo reload mismatch. Updated Steamworks.net
split some bridge objects out to make things simpler.
Fixed issue with Buildings init not working properly
Cleaning up some Building and Machine code.
Cleaned up old removal routines for Unit Senses
Added missing Berries item view
Fixed some door socket mods that were being overly preventative
Bins spawn ammo.
Fixed missing dll
Fixed muzzle position
Fixed Server bugs