193,288 Commits over 4,079 Days - 1.97cph!
Removed Builder Role and set up AI accordingly.
Made people more likely to want to go hunting.
Modal State should make cursor visible if it was hidden.
Various AI.
Filtering will now ignore anything with a disabled SmartObject.
PlayerController.CanTick checks active GameUI view == play
fireball arrows slow movement
Made tanning rack building deposit interaction non-positional
Remove a bunch of redundant "check ai unlock" params
Fixed scientist burst shooting.
building blocked zone around crash site halved
autoturrets lose health when picked up
Report/Feedback fix (fingers crossed)
Fixed ViewTransformSelectDrawer not refreshing per property
Added CraftItemSettingsEditor to expose stat manipulators nicely
rebuilt haircap 2 with morphs and skinned and got working seamlessly with male head, works with non tssaa
Fixed some keywords on eating related AI
Machine processes wrapper can now specify objects to show when active
Added ViewTransformSelectAttribute/TransformSelectDrawer
renamed a thing in Possessions
Fixed debug build on staging app
delete fire from building editor scene
Nuked various consumable effects, as stat changes are defined on the item.Consumable component
Meat gives mad nutrition
Fixed shopping cart link not working
Feedback fixes, warnings when it goes wrong
Fixed Blackboard.ParametersId returning wrong value
Remove and destroy cooking carcass when it is cooked and depleted
Fixed NRE when killed without HitInfo
nospawns setup for building debug
Fixed NRE in voice recorder
Eliminated GC alloc from voice recorder
Fixed Jeffreys Hapis hole
Berry bush regen and auto dispense
Ability.PlaceCraftingOrder is AI only (no longer shows on radial)
Disabled the Human.Idle.Activities module for now (too much dancing, need historical time since last execution as part of DSE scoring)
water_well_d scene progress backup
Junkpile despawn time is constant (since it was identical on all prefabs anyhow)
Junkpile despawn time is now 30 minutes (from 20 minutes)