199,288 Commits over 4,140 Days - 2.01cph!
Fixed duplicate Bear threat in Deer settings.
Include all bundled prefabs in the manifest (should fix high wall placement)
HIgh wooden wall is researchable, loot spawns very rarely
BeforeDebugObject improvements
Testing a max subscription cap in Agent+DecisionMaker
store DM score in SmartBehaviour
pass dm score correctly in SB constructor overload
Effects debug basic readout
Neutral foliage textures.
Added AlreadySubscribedToBetterDecision to Agent+DM + shifted to an int based test for score of 0 or less (with a resolution of 0.00001).
Ehrm, made the relative_threshold in AlreadySubscribedToBetterDecision actually work as intended.
Added an error log message to when we try to make an animation callback, but there's no event callback available with the injected event name. Not 100% sure this is intended (that it should support accepting null), but until confirmed, better to call this than not).
Better tint base on reed texture.
Bumped steam.inf Patch Version
Tweaks and cleanup, removing debug logs etc
fixed manifest building fuckup
Disabled saving for barrels and crates that spawn on spawn points (fixes duplicates on server restart)
* Fixed buildcubemaps not writing built cubemaps to the .bsp
added some relaxed gestures that the player will play if he hasn't fired his gun in awhile.
added code to play some variation in the idle gestures every few seconds.
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Attempted Linux build error fix
made action chain run logerror more descriptive
humans spawned using the debug window are added to the player's tribe
reject effects with empty action chains when instantiating in effect manager
fixed null action in rested effect
Made protocol mismatch disconnect message more descriptive
Fixed not seeing the head look direction of other players
Drowning water level now matches underwater camera effects
Tweaked water drop overlay when swimming
Moved name, prefab name etc to config file
research chance is now rounded to correspond to UI % chance
- Capture mission spawn waves
Added ItemManager
Debug improvements (show effects from consumables)
Fixed some issues with action chain
Tribe.KnownBuildings only returns buildings owned by the tribe
Can switch materials on characters now