192,974 Commits over 4,049 Days - 1.99cph!
Gathering items for combat is now its own module
Fixed the error spam while unarmed.
Island 01 and 02 cleanup, 02 bounds & rebake
Fixed a stack overflow in DListView
Fixed roles widget not always being activated when it should
Roles widget hides itself until there are any roles unlocked
Implicit conversion of StatTypDefinition, cache enum values on warmup
temp fixed armpit hair, set up dyesets for all characters apart from capmask colour, temp removed hairstyle 3 until its reworked, removed old haircap mats and old \hair_dye\ folders as now referencing original mats
Unset debug on some modules
Was reading bytes before ID in networkinput, caused a fuckup.
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
Reset some convar values changed during testing in editor.
Scientists use geiger counters to research junkpiles, and a flashlight at night.
deleted a couple of unused modules
make snowy bushes and grass snowy again
Various AI data viewer improvements
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Proximity to a fireball projectile doesn't make you crouch anymore.
AIDataViewer can filter by a specific unit, not slow as fuck
Entity.DeleteOnRemove() can no longer remove players or the world
removed a bunch of unused failure crap from AI
Collider capsule radii update, tighter collision meshes
Improvements to Scientist behaviour at junkpiles
Added AI Data Viewer tool which displays all AI modules grouped by the decisionMaker they are assigned to
Stopped culling some stuff in UnitView Update/LateUpdate
Fixed game config editor window label width not changing
Removed senses callback setup in Unit.Relationships
Birch colliders, population prefabs, tundra variation
Added an onStatusEffectsChanged callback to GlobalMessages
Fixed ArmorIndex ui element not checking status effect protection values
Added a statuseffects.removeall command to remove all active effects
Making sure we always ReadBytes on Deserialize and messages, since not doing so can cause issues with getting the shared reader out of sync. Not sure if messages really need it.
Added Bleeding and Frozen effects to demo all of the fullscreen effects
Added ability for ItemStatsProperties to lower protection values (previously could only do positive values)
Bleeding slows by 20% and deals 5 dmg per second for 10 seconds
Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
Moved status effect fxPrefabs into the standard Effect system
Fixed charge effect on fireball spell not working (was missing an EffectRecycle)
Fixed spell charge bar looking weird after casting multiple spells
Hooked poison effect up to the Poison fullscreen fx
Spawn plane working! Spent way too long getting this right.
chainsaw loot tables and fuel logic