200,008 Commits over 4,140 Days - 2.01cph!
Automated Linux DS Build #733
Automated Windows Build #733
Automated Linux Build #733
Fixing double EntityBehaviour serialize on server. Whole process might need a bit of a cleanup
Pedestrians only stop and look at you if you're holding a sellable item they actually want to buy (they still mightn't be able to afford it though)
Merging in the latest from Main.
Changed initial spawn skip to work with loaded saves
Stop setting stuff twice, NPCs stop complaining. Deleted orphaned meta files.
Mouth not mouth to fix mouth layer index error
Test owner for null before injecting it into GenerateDrescriptionText (since implementations of that function access owner without care for null checks and probably shouldn't have to).
sped up pickup anims and made variations work for left and right hand pickup
Commented out senses ray debugs
Selected unit nav debug logs
Increased end marker size for race mission
Never wait for UnitView.IsTurning in SetDestinationSettings
Navigation failure callback/action break
Unit corpse/attachable data
Quality settings default to ultra again, shader includes, jenkins
Clear navigation events after we invoke them
Turned off motion blur, for real this time
Fixed UnitBehaviourButton animator warning
Fixed no spawns NRE in Session.StartNew
Fixed people not waking up when loading a game that was saved prior to removal of "washed up" starting effect (added duration)
made it so you can carry and skin turtle and tortoise
Left click release to open radial
Trying to fix blue people
GUI shader channel things
Campfire effect increases mood a bit quicker
People no longer sit by an unlit fire for warmth
Fixed missing task descriptions, tweaked tutorial UI
Rocket factory walkway textures
RTS/Map Camera actual bounds
Binary skin cache implementation (improved skin loading time with less stutter)
Skins are now compressed in memory (reduced runtime memory usage)
Skin cache optimizations and profiling
What's new UI, version++, hints fuckery, double LMB to select
SetColdOverlay to 1 in HumanView
Fixed controls listing being wrong
Navigation.TrySetDestination returns false if agent is not on the navmesh
Start in late summer, easier starting stats