199,630 Commits over 4,140 Days - 2.01cph!
More fixes to cutwooding AI
Added Only Fight If Attacked bool to Combat Component.
Deer and Goats should only have a chance to fight if you attacked them.
started refactoring/cleaning up replay hack test
NavMesh places support in Lua
Added CNavArea.GetPlace() = string
Added CNavArea.SetPlace( string ) = bool
Adjusted LOD distances
Added light LOD scripts to light sources
Removed excess foliage
Tweaked swamp topology
added local player ID to replay header.
local games now support any local player ID instead of defaulting to 0.
added SharedShutdown() to GameInstance, runs on client and server.
replay filename generation
Fix compile error
TTT GetClassHints change
Interactions are now serialized, need testing.
Raised wooden walkways to prevent water splashing effects when walking
Update surfaceproperites.txt to remove some entries to fit the 128 entry limit
Added a fixed version of materials/models/v_gauss/glovechrome.vmt
Added prevent building volume
Quick change on interaction
Bandit town heightmap tweaks
Fixed Mood being set to 0 at game start due to the needs related mood cap having an initial value of 0.
Data for being able to craft various items.
Added crafting machine process for hunter station.
enabled grazing area spawns
enabled crafting station component on hunting station
Hunter can now directly deposit to hunting station stockpile.
Bonus for sleeping targets when setting hunting target.
Adding user stats to sync between clients
People should now take corpses from the meat rack to skin them before putting them on the spit
Finished baseline + cleanup; ready for merge
Fixed scene view camera components not disabling all instances
Mix/polish
A few new UI sounds
Fixed ambience emitter memory leak + pooling error
fix match history scrolling
update witch hat, adding textures
update hat icon/reframed some hats
update temple B enironment disabled cast/receive shadow
Nice names for settlement levels
OnReplenished now triggered every time a dispenser item gets replenished.
ResourceView updates on replenish as well as dispense.
Different settlement level names
Position level up button above the fire instead of settlement position
Fixed people stowing their current weapon if it's a tool.
Got rid of a hacky gameobject activation thing in UI manager
Fixed loads of dummy job icons in the settlement inspector UI
Fixed missing animator param spam
Fixed various issues with activity UI elements not being properly dismissed or updated
Fixed activity UI updating text badly
Added condition to check if we possess an item matching a filter.
Fixed current weapon being removed from possessions.
Hunter needs weapon need no longer triggers when throwing weapon.
fixed notification text for very hungry effect
More notification text on hunger effects
Bandit town navmesh models for wooden walkways
Improvements to notification text generation from effects
KeywordsUtility -> TextUtility, cleaned up keyword replacement API (no longer using obtuse extension methods)
EntityName keyword implements IActivityKeyword and returns Activity.Creator.Name
More effects notification text
Settlement view position no longer updates to average of all buildings