193,450 Commits over 4,079 Days - 1.98cph!
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Fixed Blackboard not getting passed down to failed goals and causing NREs in activity descriptions.
Fixed NRE when adding a new failure activity generator.
added throwable flares
NRE checks for TC
added worldmodels for flare/flashlight
flare/flashlight loot tables
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fixed clipping on flashlight attack animations
Adjusted navmesh obstacles on foundations and high walls.
skin approval
added tooltip to loot panel showing number of blocks and upkeep rate
removed upkeep from garlands (lol)
time for blocks to decay increased by 30% (good)
decay tiers increased by 50 blocks (cheaper decay)
Fixed fog not always being disabled in caves
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Updated asset bundle splits
Downed (wounded) players no player block movement
Nixed async shit
Removed GridPositions struct, functionality moved to BaseEntity
Update entity grid positional data on a separate thread via Task
crossbow can accept flashlight
update amplify shader editor
tonnes of asset labels
manifest
missing icons
added examine/admire key
added examine gametip
Spinner wheel sound bugfixes
compile fix
added handheld flashlight
fixed invisible flashlight beams
fixed invisible laser beam beam
Loads more deployable sounds
added door garland (free w/ window garland steam item)
updated game tips to tell people to place cupboards
updated game tips to tell people to fill up cupboards
bugfixes for buildings changing and upkeep time vital info not changing
Fixed various time/physics tickrate issues at extremely higher timescale (waiting for morning etc)
Added waiting UI overlay when skipping to morning
Made sure all view prefabs have highlighter and biome object components, updated utility to add these to all newly created view prefabs
flashlight viewmodel / worldmodel prefabs and sounds
Fixed PersistedCraftItemProcess persistence
Fixed skip to morning getting stuck at 100 timescale...
Timer ex, tests