199,622 Commits over 4,140 Days - 2.01cph!
Fixed player controller not always clearing command creation buffers
Added command generation method for placing items
Fixed tree chopping interaction being disabled
Trying out adding an additional collider to trees to increase clickable area
Fixed pedestrians not running from crimes in Bill's updated crime system.
More crime flee work, taking the crime's radius into account
More lost and found map WIP
NPCs now take all crime locations they are in range of into account, and flee from the closest one. Although getting a vector away from all they're in range of may be better.
Using Ritter's bounding sphere algorithm to include all crime points that overlap the NPC's location when calculating where to flee
Fixed an editor exception when looking at a stats component on a group
Updated some Item descriptions
Fixed tribe spawner not creating/assigning entities properly (views had no entities, were non-interactive)
Fixed some blurry UI issues
Network++
Save++
Made how to open inventory, how to open crafting less annoying
building shader improvements
Reverted some island1 stuff
Show avatars in mission panels in game
Removed tribe spawn and blocked channels from TerrainTopology.Enum (Seemingly fixed weird topology painting bug)
Copied Tree & Dispenser component settings from normal pines to tall pines
Fixed dark berry bushses
Island 1 spawner tweaks
Seasons use TimeManager.DaysPerMonth to calc their duration
WorldManagerConfig exposes transition time for seasons (hours)
Removed renderer_invalidate and collider_invalidate batching convars
Some work on ai and navmesh.
Buffed fear drain when no longer threatend
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
slider all the things.
game modes now define the start hour as a float for super precise start times
desklamp models/Prefab/Textures
Building decay info on the debug panel
Debug panel icon support
Don't load skins into RAM with itemskins 0
Enabled entity pooling on ore hotspots
Fixed TribeSpawner.OnValidate not properly supporting multiple buildings of the same prefab due to name in hierarchy not matching that in the data lookup
Fixed campfire missing upgrade mapping/data
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Navmesh grid running new terrain navmesh.
Keeping up to date with main
Adjusted building decay formula, exposed global durability multiplier in game config
updated building shader to be a bit more organised