194,005 Commits over 4,079 Days - 1.98cph!
Fixed human_walk animation (frankie please check import settings)
Snow weather tweaks
Branch attachment fixes
Fixed bad GameState checks in ECS
InteractionPositions never check if blocked more than once per physics step
Session runs PostStartNew prior to playing cutscene where applicable
Moved entity bounds check to worldManager post spawn routine
Mine loot in mines.
Various fixes.
Various UI overlay fade fuckery
Territory Location Selector caching fuckery
Various UI and game state cleanup/refactoring
Fixed effects.bloom disabling the effect instead of switching between low and high quality
The territory map is now only updated if set dirty
Rocket factory progress / new paths throughout the level
Tweaked clutter rock scale so they're not as easily confused with collectible ores
Ores in the arid biome are covered in sand ever so slightly (similar to snow on ores in the arctic biome)
Removed Stats+Properties partial, exposed stats via Stats[name] operator property
Strip NavMeshObstacle component from client prefabs
Added IServerComponent / IClientComponent to a bunch of scripts, removed those scripts from PrefabPreProcess clientsideOnlyTypes / serversideOnlyTypes
Wooden logs can be harvested for wood
All cacti can be harvested for cloth and cactus flesh (instead of only some)
Removed some tiny trees from the spawn table
Small trees give same wood per hit as large trees (still less wood overall)
Added pooling support to ores
Resources no longer occasionally spawn inside of each other
Rage generation from Combat component instead of set target action
changed map/formation naming convention
Setting combat target gives rage boost
QuadTree cherry from main
* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
Slight performance boost going from 2D array lookup to 1D array in QuadTrees.
Removed ISpawner interface, fixed HintCreators being spawned when parent GameObject is inactive
Added "Not In Combat" Effect
Removed old unused method in Combat+Targeting
Merge the concept of Player Command and Player Instigated in GPV/Behaviour
Threat conditions on various modules (idle, sleep)
Added InCombat Effect, which increases Rage over time