195,819 Commits over 4,110 Days - 1.99cph!
prefab error fix for hammer & rock vm
Upgraded temporal anti-aliasing to PostProcessStackV2
old benches can now experiment
nre fix
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
chromium asset://garrysmod/... handler
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
Fixed morph cache not dirtying on setup
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Added male facial hair 02
more AI/tutorial stuff.
fixes.
merged from main.
Navmesh Link transition improvements and other misc AI tweaks.
Mine & farm loot tables & spawns.
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
More loot stuff.
Aurora improvements. #priorities
Manifest.
Put the backing on the separate panels, not on the base inventory, so it's not there all the time.
Working on a secondary timer that can be used with timed mission tasks
Hide the mission package drop location in the task list
Gang package get mission basics working.
Various loot related stuff.
Smeltable iron scrap as an alternative to mining ore.
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
color/value/harmony tweaks
Fixed some more issues with dead/buried units
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Added facial hairstyle 2 to male set
Fixed some hair prefabs
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
Fixed hair deformation on a few cases
Set up hat.burlap.wrap for hair
Merge basic trading system into Main. Not integrated into missions at this stage.
nailgun no longer damages wood structures
nailgun nails stay in world and are retrievable
tweaked a bunch of 3rd person player animations ( shoulders / elbows look more natural )
Reordered some map elements. Player, mission, and building icons now sit on top of the grid instead of under it.
More scenario editor save/load basics
Re-centered the map position arrow
Fixed a tricky trading bug. Refreshing both container UIs when either one changed was no good - one would try to refresh with outdated info, and could throw an NRE in certain situations.
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