193,007 Commits over 4,049 Days - 1.99cph!
Local player footsteps are quieter than other players
Boat sounds
Chainsaw sounds
Misc sound polish & mix tweaks
Fixed underwater decor maximum crate population exceeding spawn positions available
looting wounded or sleeping players in safe zone marks you as hostile
Settlement level requirement checks buildings
Unlocks settlement level support (unlock can be triggered by a settlement level change)
Settlement levelling basics (check requirements on need satisfaction, event for unlocks etc)
Research UI button state checks research requirements, including settlement level
Unit needs drain parent settlement happiness relative to inhabitant count
one last sentry near chill zone
Fixed bad need types, editor NRE
Improvements to Scientists vs dead people and targeting/shooting.
Removed cohesion events & cohesion component, now handled on a per settlement basis
Settlement levels boilerplate
Unlocks can define a required settlement level (must have at least 1 settlement of the given level in order to research)
Removed Group need type, now always associated with a Settlement or Unit
Fixed decals persisting between sessions
Replaced a bunch of Enum.HasFlag usages with non-alloc HasFlagEntityType ext method
Added ClearFog cheat (turns fog of war off)
barrels and animals no longer trigger player as hostile
hostile warnings are cleared after switching servers
dive site crates now are visible (oops)
dive site crates save behavior fixed
looting your own corpse no longer marks you as hostile
suiciding in compound no longer marks you as hostile
looting backpacks now marks you as hostile (except your own)
fixed startup errors
fixed exploitey areas of compound
added more external compound turrets
fixed chill zone tables/bbq being stealable
more hobo barrels on compound for night lights
protocol++
Safety check around AI context's position entity to ensure it's not destroyed.
Disabled chair detection in NPCs.
adding _Maintext property to the graphmaker shader to fix the error spam on the graph outcome panel
null check the group in the GroupMember OnGroupChanged callback
619 fbx meta file auto updates
PresetManager, whatever that is
Tribe leavers break all active behaviours and clear desired target.
When a Unit changes group they will assign themselves a random settlement
Fixed strangers being able to sleep in your buildings
Tweaks to creepy look at behaviour in Scientists at Compound.
Set Raid AI to always evaluate.
Stationary scientists at Compound looks at players if they get close enough.
Fixed gamespeed changing back to incorrect values after group sleep ends
Deer override dead anima assignment
Animal animator override isDead state
Fixed dropped units having fucked rotations
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement)
Reset game speed and pause overlay UI states properly between sessions
Added IsDead override state to the human animator
Set isDead or isDowned bools when dropping carried units
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Updated monument navmesh in Compound scnene (no scene2prefab).
Another monument navmesh tweak at Compound (last one)