201,398 Commits over 4,171 Days - 2.01cph!
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Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible.
Added various group and settlement related conditions/actions.
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality
Merge from unity_2018.1.0
Tidied stair and window glitches
Fixed NRE when someone leaves the tribe
Various hunting AI scoring improvements
Re-enabled Human/Cook/CookCorpse/FindAndPutCorpseOnFire goal plan
Fixed NRE in HumanPortraits.Update when someone leaves the tribe
Deactivate unit detail view if they get destroyed
- Player anims
- Added blendtrees to playeranimator
- Added freefall ,openParachute, and landing bools to playeranimator
Fixed various issues caused by people leaving the tribe
Combat testbox settlement assignment
TribeSpawner adds buildings to settlement
Strip AudioLowPassFilter component from server
Fixed \ vs / issue on effect folders when building manifest on Windows
Reworked group joining/leaving AI
added despawn point on nospawns
Fixed another \ vs / issue on effect folders when building manifest on Windows
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