200,008 Commits over 4,140 Days - 2.01cph!
More item description updates and fixes
Burnt Human meat now uses the correct icon instead of cooked bear meat icon
Made snow mound edges even
TerrainAnchorGenerator improvements
Added terrain anchors to tundra tall grass patches (fixes occasional floaty placement)
fixed weird beard skinning
Changed snow tilling settings / changed snow blending / shadow casting changes / snowball scale
More optimization and bug hunting in navmesh grid and cover system.
hand axe attachment point data
More navmesh grid optimizations.
Tweaked snow mound terrain anchors
Added skinned body hair and committing male hairstyle 1, female hairstyle 1 and facial hair style 1 to hair branch.
More item description updates and fixes
Added DebugEx.Log to write to log file without stack trace
Game startup logs and console commands no longer spam stack traces into game log
Probably fixed the last of the list issues
Started building collision generator
reduced stone pickaxe cost
Fixed coverage queries collection handling
exhausted anims inmprovement
fixed helicopter spotlight being too dark
added flare to helicopter spotlight
Added depth bias for coverage query tests
skin approval
small trout provides 8 animal fat upon gutting
reduced bone armor cost to 1 rope instead of 2
halved leather cost of hide armor
Move query buffer resize to the right place
flare effect added to searchlight
searchlight cost reduced
Fixed stack trace red text in main menu because fuck me
Safety first; fix for index out of range
Ignitable component boilerplate
fixed skulls missing nametags
Not ladder related. Fixed some issues with character client visibility calc that I noticed.
NPCs walk on/off ladders instead of sliding
Commented out HasDispensable DSE eval as improper DecisionContext causes a bunch of issues (shortsighted impl, will look at performant alternative)
Manually call OnAnimatorStateTagChangedCallback when loading a random animation package if we're already in idle state (fixes no conversation anim bug)