127,316 Commits over 4,109 Days - 1.29cph!
Another try at compile fixing for jenkins
Prevent setting new destination if the current destination is pending (async pathfinding calc).
Sheet metal tier rework - closing off holes in walls
Optimized BuildingBlock.IsOutside
Reapplied
24429 (TC no longer drops any loot when destroyed)
Upkeep is now paid for in the individual entity decay ticks (code simplification + cleanup)
Building blocks that are inside now decay at 10% of their normal decay rate (upkeep_inside_decay_scale convar)
Foundations now decay at the same rate as other building blocks when their upkeep is not paid
Eliminated server side GC allocs from upkeep system
Reverted decay.tick default value to 10 minutes (accidental commit)
Removed upkeep cost from deployables again (accidental commit)
Barricades can be repaired
Barricades can be repaired
Disabled DeployableDecay.ShouldDecay outside check when upkeep is enabled (not required)
Changed EmissionToggle to use material prop block
fixed furnace skinning
emissionToggle NRE fix
compile fix for outside_range_dist on client
Smoothed out query for AI dormant agency
Fixed deployables not decaying
Any entity can add upkeep using the upkeep prefab attribute component
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Admire animations - adding more to DB - 1st Pass
1st pass admires (added to existing _anim files)
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
Optimization - Twig tier merging internal and external models into one call
Fixed NRE in food target navigation.
More AI Behaviour.
Optimization - Top tier merging internal and external models into one call
A little bit more safe guarding on Navigate to food.
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
More robust entity sensing.
Even more robust navigation to food.
Christmas lights increased emissive strength
Festive door wreath pivot fix
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win
Open/close sounds only play for the local player
Lots of new deployable placement sounds
Lots of new deployable interaction sounds
Tweaks to some interaction sounds from last week
reindeer/santa hat protection values
candy cane lickable
xmas enabled
xmas loot table balance
adjusted requirements for some items