192,986 Commits over 4,049 Days - 1.99cph!
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use proper datatype for some linked list iterators
states working properly again
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Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType()
Settlement claim functionality, AI action
Update prefab ID in DoPrepare instead of OnValidate
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Wearables & attachments weight in debug view
Fixed log stockpile selector using the wrong condition
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
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ProtoIgnore EntityId.cachedEntity
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tunnel B scientists patrols
A and B lookat's
scene2prefab
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progress backup / tunnel A scientists patrols
People should no longer hunt if they're carrying a unit.
IsCarryingUnitCondition has a "Condition" mode.
fixup panel message parameters
move and attack commands now return false if they invalid actions
More combat callback cleanup
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Campfires can now be added to existing settlements
cmd verification base work
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry)
Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
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Combat targetting callback cleanup
Fixed potential NRE in VisualFX destruction
Made it impossible for people to own more than 1 building/home (for now)
Ownable & Ownership cleanup
EntityId caching
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compound tunnel B improvements
light overgrowth pass
scene2prefab
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