202,030 Commits over 4,171 Days - 2.02cph!
Filled in some missing data to make bear headress wearable/craftable
Made deer and bear headwear unlock definitions (unlock advanced leatherworking and inspect a bear/deer)
Building upgrades can be unlocked via the unlock system (set the required unlock in the upgrade parameters on the building), if no unlock is assigned the upgrade will be available
Added grass crafting unlock: Inspect grass to unlock grass upgrades for buildings and the grass bed
Locked pelt upgrades for buildings behind the basic leatherwork unlock
Using IContainer instead of ItemContainer for some events. Helps with UnifiedInventory. Working on something for transfer item task.
tree redux pt1 - falling trees
explosions damage trees
radiusdamage calls OnAttacked instead of Hurt
protocol++
Removing new TransferSpecificItemTaskInstance code, it's not gonna work out.
optim texture
wip environment
fixed ghost shader/decals sorting issue
Workbench can no longer be locked (bug fix)
Added explicit specular control to hair shader
Fixed hair motion vectors
Fixed temporal-aa related hair ghosting in player preview
merged from main, more tutorial
Double check that we have valid heightmap meta before running async terrain mesh generation.
Forms text area support
Added some new DM profiler hooks
Fixed player motion blur popping when swapping LODs
More converter improvements
Removed all serialization usage.
Undone, probably not the best idea
The refucktoring continues
Added some new projects to the plugins project. Removed NetworkEntity.EntityTransformSync
Fixed deleted objectives not being removed from UI
Fixed FormElement.AssetList not being assigned