192,974 Commits over 4,049 Days - 1.99cph!
Removed redundant Hapis APC path files
Fixed itemcontainerentity
Zone.OnValidate sets gameplayBounds center
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Added support to filter out raycasts results from the wrong domain.
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
don't do physics enabling or disabling if there isn't a Rigidbody
Fixed TargetSettingsName NRE
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Adjusted reflection quality 1
World reflection quality defaults to 2
change to AI advancement ordering
Misc convar description spelling
Misc options menu spelling
Campfire FX tweaks, fixed duplicate FX being spawned
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Cleaned up BaseEntity enable/visual state persistence
Buildings can be deconstructed, no longer destroy deposited items
biter dmg increased 3->4
career gen tweaks
Bed can be repaired
Bed can be picked up with hammer + building priv
Refactored stockpile restriction stuff to support all entity types
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
career unit health bars now show equipped mods (placeholder)
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks
Potential fix for another "_MainTex" UI error
Fixed client entity building ID not resetting when pooled
Cherry picking
25518 for bawng
Working on NPCManager and NPCs
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
added AdjacentTeamUnitPenalty, scores down tiles that put you directly next to team mate units (so they're less likely to get AOEd)
Increased in-range tile penalty of EnemyRangeTileScorer
increase score bonus of HeighTileScorer
Increased healer AIAdvancePriority 0.0 -> 0.4f
AI tile orderinging fix (orderby->thenby)
Fixed NRE when equipping clothing
Note about testing the mission watching methods if/when missions return
Scene stuff.
Respawn button isn't so hard to click.
- Changed mission global observer system to one that only affects the mission runners
- NPC manager stuff
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand