198,711 Commits over 4,140 Days - 2.00cph!
[D11] Memory monitor snapshot time period tweak.
Fixes to structure
Added cleaner looking barrels variants into props
Removing greybox/whitebox models
Smol animated sleep button on SpeedControlsWidget
Fixed protobuf error when saving player progression
[D11] add a cached 2k map
Oilrig final models and colliders + prefabs for potential re-use
Scene organization cont'd
[D11] [UI] Added community hub assets for testing. (Currently placeholder art).
[D11][TUTORIAL] Fixed player spawn tutorial bug spawning away from campfire <hopefully> will need to tidy up if confirmed. Tutorial camp fire now uses correct message
Fixed people not sleeping in houses (regression from fact selector desired result validation)
[D11] Initial support for Rich Presence strings on xb1
Add WorkshopSkin and MaterialReplacement components to skinned entities in prefab preprocessing to avoid runtime stutter
Reduced CollaborationRequest initial pooling
[D11] MyGames WIP - ScrollRect now moves, updated NavigationBar and added Refresh command
Added min interval for collaborations, pooling for requests
increased AI tribe spawn blocker size on island 1
space in null target error
[D11][TUTORIAL] Fix for respawn buttons losing select focus
[D11] Removed a few duplicate entries from D11 translation file
Pregnancy Father no longer notifies
Fixed missing profiler end sample
Fixes to next interaction stuff
Storing Airfield lighting in a standalone prefab for now.
[D11] Server startup null ref exception fix (observed with 'QA Builders' db state).
[D11] Server memory lightweight runtime monitor.
Sleeping bag respawn system now fully functional and integrated into Simple Sandbox mode.
Display unlock requirements on locked jobs
Added command to sleep in building which automatically finds the best bed.
Hidden Sleep In Bed from context menu.
Fix options screens UI top bar placement at different aspect ratios
Switch the background so it's not from GTA
Interactions can optionally disable "wait for next" support, various DM cleanup and more consistent usage of interaction modes
Changing the way we load item drops. Surely this has to finally work. Also added automatically-assigned icons to generic drops of all types.
rand switch implementation
Put spawn blocker back on island 1
Revert window shader experiment
Still having prefab reference issues. Trying a rename of a serialized var. Remove logging again.
Fixed some usages of CanPercieveHostileUnits fact
Moved item previews to consistent folders
Added another check to ConditionSettingsWrapper.OnValidate so that desired result is exposed for bool facts
Add logs again, still not all working
Reassign item drops. Hopefully this fixes all reference issues.
Clear all item drop references
Fixed human idle AI not working due to desired condition result validation