202,043 Commits over 4,171 Days - 2.02cph!
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
Added facial hairstyle 2 to male set
Fixed some hair prefabs
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Fixed some more issues with dead/buried units
color/value/harmony tweaks
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
Various loot related stuff.
Smeltable iron scrap as an alternative to mining ore.
Gang package get mission basics working.
Hide the mission package drop location in the task list
Working on a secondary timer that can be used with timed mission tasks
Put the backing on the separate panels, not on the base inventory, so it's not there all the time.
More loot stuff.
Aurora improvements. #priorities
Manifest.
added experimentation to workbenches
can use blueprint if in storage container
oil refinery cheaper
searchlight cheaper
medkit cheaper
miner hat cheaper
chainlink cheaper
prison cheaper
double metal cheaper
arrow default
grill cheaper
protocol++
Mine & farm loot tables & spawns.
Navmesh Link transition improvements and other misc AI tweaks.
more AI/tutorial stuff.
fixes.
merged from main.
Added male facial hair 02
Fixed male eyebrows on female
Renamed deformHair flags to reflect actual hat/helmet names
Fixed morph cache not dirtying on setup
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
chromium asset://garrysmod/... handler
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
old benches can now experiment
nre fix
Upgraded temporal anti-aliasing to PostProcessStackV2
prefab error fix for hammer & rock vm
added correct materials to male_facial_hairstyle_02 material swapper
Temporal AA now default (convar reset)
Player preview now uses temporal AA
Scenario editor progress
Updated Facepunch.Steamworks
crossbow/bow no longer have stance recoil
skin approval
Fixed post process stack v2 modifying player defines
Forcing project settings update/reset
Forcing target 3.0 on TAA's CopyStd.shader
Fixed male facial hair 2 not replacing both materials
Fixed hair not deforming back when removing hats
Fixed NRE caused by post process stack v2
Update building ID when buildings are merged / split
Added extended building API to BuildingManager
Added building ID to DecayEntity (for upkeep)
Fixed zooming in non-TSSAA modes
Fix for black sludge in TSSAA
Visual timer for the wait task