201,114 Commits over 4,171 Days - 2.01cph!
Navigation logging to catch out of range error
item action stuck detection is less stupid
NPCs are less vulnerable as they spawn.
don't scale the scaled time in stuck check
Slight improvement to spawn, reload and vulnerability for NPCs.
break if ItemAction gets stuck
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
modular greybox pass - refining routes
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
Slight tweak to npcs and mounted rotation.
Item actions and component callback refactoring & robustness.
Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
Another small aim tweak to mounted NPCs.
Nuked duplicate item action
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Scientists should no longer hover at junkpiles.
Fixed animation bool change callbacks not working at all
Fixed checksum mismatch on certain seeds
Animation bool callback removeAt shit
Items that humans spawn with are added to posessions
Fixed the fucking slow anim bug. Pain in the fucking arse.
Navigation.IsValidDestination fallbacks + more logging
opportunity outcomes now generate specific news items
player model mounted fixes
Fixed NPCs not being able to select their items
global wetness, some missing butter
Fixed ice sheet interaction with water depth mask (and future others)
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test
Fixed Cohesion leave and join chance randomisation
Added wetness to a bunch of mats
Synchronized wetness values.
Should be possible to unlock Leatherworking stuff
Weather system now also controls post profile blending while inside an env volume group
Hopefully evil NPCs wont attack other evil NPCs
Organized some mats.
Wetness stuff.
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