201,553 Commits over 4,171 Days - 2.01cph!
CareerAction oncomplete stuff
move pre and post match actions to new action list stuff
Updated Scientist spawn timers in MT.
BaseProjectile server use improvements.
Reduce chance of raycasts going through the ground by offsetting foot ray origin.
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
minor Hapis fixes and tweaks (Bigger update next month)
Optimized behaviour state ticking in NPCs and animals.
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Facepunch.Steamworks rollback to release branch
Fixed 6th belt bar having inconsistent font size
All behaviours can now specify required attachment points.
Sleeping behaviours required hands, shoulders and chest to be free.
Units can now also be dropped to unblock attachment points.
Buildings no longer owen.
Added frame rate limit (vsync) to options
Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms)
Fixed some social commands being exposed for dead units
Fixed edge scrolling option not working
Fixed resume on startup option not working
Fixed Building.IsUsable returning true while the building is being deconstructed
Fixed Building.CanBeConstructed returing true when the building is being deconstructed
Fixed typo in ownable entity descriptions
Fixed building deconstruction not stopping when builders stop working
Fixed options dropdown alignment
Editor : Fixed NRE in Form.Create
Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads
Removed Before.Description attribute (using System.ComponentModel.Description instead)
Fixed player controller not getting default smartObject interactions for units
Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
Another potential NRE fix
Prevented various events from invoking when an entity is added to a group during load
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management
Xmas tree no longer craftable and default BP
reflection.quality defaults to 1 (until reflection probe ex)
DeathFX for all our NPCs because it makes them more enjoyable to murder.
Fixed switch compilation issue
Yet another merge from main
Merged from ai behaviour 11 branch
Potential fix for some painted sign textures disappearing on server restart
Reduced forest size in areas for performance reasons (Hapis)
Fixed S11 Cave having no build block volumes (Hapis)
Environment volume ambient multiplier tweak for less jarring transition
disconnection and loading fixes.
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
fix for dead peoples eyes
Fixed NRE in PlayerController.MouseOver
eyebrow mesh and material changes, fixed uv issues on playermodel