199,015 Commits over 4,140 Days - 2.00cph!
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
disconnection and loading fixes.
Environment volume ambient multiplier tweak for less jarring transition
Reduced forest size in areas for performance reasons (Hapis)
Fixed S11 Cave having no build block volumes (Hapis)
Potential fix for some painted sign textures disappearing on server restart
Merged from ai behaviour 11 branch
Yet another merge from main
Fixed switch compilation issue
DeathFX for all our NPCs because it makes them more enjoyable to murder.
reflection.quality defaults to 1 (until reflection probe ex)
Xmas tree no longer craftable and default BP
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management
Another potential NRE fix
Prevented various events from invoking when an entity is added to a group during load
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
Fixed player controller not getting default smartObject interactions for units
Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction
Added frame rate limit (vsync) to options
Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms)
Fixed some social commands being exposed for dead units
Fixed edge scrolling option not working
Fixed resume on startup option not working
Fixed Building.IsUsable returning true while the building is being deconstructed
Fixed Building.CanBeConstructed returing true when the building is being deconstructed
Fixed typo in ownable entity descriptions
Fixed building deconstruction not stopping when builders stop working
Fixed options dropdown alignment
Editor : Fixed NRE in Form.Create
Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads
Removed Before.Description attribute (using System.ComponentModel.Description instead)
All behaviours can now specify required attachment points.
Sleeping behaviours required hands, shoulders and chest to be free.
Units can now also be dropped to unblock attachment points.
Buildings no longer owen.
Fixed 6th belt bar having inconsistent font size
Facepunch.Steamworks rollback to release branch
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Optimized behaviour state ticking in NPCs and animals.
minor Hapis fixes and tweaks (Bigger update next month)
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
Reduce chance of raycasts going through the ground by offsetting foot ray origin.
BaseProjectile server use improvements.
Updated Scientist spawn timers in MT.
move pre and post match actions to new action list stuff
CareerAction oncomplete stuff
wip CareerActionList, moving career event executing/handling to a proper setup
Fixed some exceptions for StatusEffects with no stats assets
Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up)
Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality:
-ProtectionBuff raises all damage protection values to max
-Stun
-Weakness temporarily lowers the max HP and Stamina by 50
Messing with level loading + fixing NPC manager singleton woes
Added some damping to the shield animator params on the PlayerModel
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Fix for NRE that could happen as player was disconnecting