194,760 Commits over 4,079 Days - 1.99cph!
changed cliff grassy bits material to terrain blend
Fixed before/std blend w/ terrain ignoring Albedo texture
rock cliffs and rock_big LODs, prefabs updated
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
available points on talents UI, tooltip cleanup
fixed unlocked talents showing highlight glint after being unlocked
Talents console commands, points, etc
fixed arms clipping on m249 reload at max FOV
More work on NPC navigation.
More robust NPCs with relation to low resolution navigation meshes.
Icons show correctly on mission panel
Added TerrainCollisionProxy (handles terrain carving for wheel colliders)
Some npc navigation improvements.
Use checkbox rather than overlapbox when looking for player construction.
Less fidelity for lower priority navmesh grid cells.
Dynamic navmesh grid cell fidelity work.
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
Verious refactoring magic
Fixed item placement command generation doubling up commands for placeable items
Work towards mixed navmesh grid cell fidelity.
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted
Fixed build error in SetDestination
New Unlock Definition - Advanced Leatherworking
Requires player to craft Hat or Animal Hide Bed
Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01)
Tanning Rack now requires 4 wood, 4 stone and 1 animal hide
Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack
Fixed Tanning Rack not having collisions or an interaction position
lot placement revamp test
Can now trigger unlock definition unlocks from the Debug Tool->World tab
Moving inventory to server/owner only
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Fixed buttons.
Deer skull doesn't need to be a consumable anymore.
Character sync not for humans. Don't waste network bandwidth.
Manifest
Cleaned up some stuff.
TalentsUI progress, nuked a bunch of loadouts
Null check shit in PlayerInventoryProperties because we're not fucking savages