255,357 Commits over 3,990 Days - 2.67cph!
Stopped TOD from getting dark.
Fixed Inventory UI from stacking.
Added interactions based on intention for harvesting stuff, etc.
Fixed some minor NRE issues related to activity.
Reverted step value on Health
Bins spawn ammo.
Fixed missing dll
Fixed muzzle position
Fixed Server bugs
Fixed some door socket mods that were being overly preventative
Cleaning up some Building and Machine code.
Cleaned up old removal routines for Unit Senses
Added missing Berries item view
Fixed issue with Buildings init not working properly
split some bridge objects out to make things simpler.
Fixed ammo reload mismatch. Updated Steamworks.net
Deployer/Planner NRE
ItemIcon NRE
GetActiveItem NRE
"WorldSetup.Instance is null" stacktrace for Andre
▌▅▍▄▇▄▌▅ █▄▇ ▆▉▇▊▄▌▊▆█ ▅▌▅▉▅
Tweaking stone wall prefab
▍▇▋▍▅▉▉▅ ▍▉▆▇▆██▉ █▅ ▇▍▋▌▋▍█ ▇▍▊▌▄▍▊▆▆ █▇▉▇▊ ▊ (▆▌▆█▋▋▄ ▊▊▆▋▉▊▋▅▄▉)
! ▌█▋▉▍▆▌▉ ▊▅▄▍ ▅▄▅█▋▊▍▊▇ ▆▋▇▇▍ ▊▇▇▄▉▅█ ▋▋▍▍▄▇▉ ▇▌ ▅▉▄▋▉▅▊▄▍▄ ▆█ ▅▉▊ █▆▍▊ ▉▆▊▊▌▉
Added TextTable class
status and players console commands now use TextTable class to properly align everything
Added MaxInputEntities to MachineProcessSettings
Added InfluenceMapEffectorParameters, included in EntitySettings and used to create effectors on init
Updated Before Editor with some of the new data (inf map, predator list for species etc)
Removed requirements from campfire
Fixed NRE in ActivityManager
▉█▊█▇ ▊▋▊▌▅█▋▅ ▄▇▍██▉▊▊ ▉▍█▅▌ ▍▍ ▋▊▉ ▉▄█▍▊ ▇▅▌▉▊▋▆▆ █▌█▋▇▅▉▋▋▅▉ (▄.█. ▆▆█▊▋▌▅▉ ▍▋▊ ▅▋▉▆▊▍▍▌, ▇▋▄▇█▆▊ ▊▅▋ ▋▌▍▍▅▄▌█▍▍ ▌▄▊█▄▌▊)
▊▄▄▌▆▇▊ ▊▄▌▍▇█▅▋ ▅▆ ▋▉█▍▄▇▅▇▅ ▋▆▇▆
! ▆▄▌▉▊▊▍ ▉▆▋▆▇▇██ ▊▅▌ ▉▇▋▊▆▉▍▉▊, ▍█▄ ▊█▇▋▉▌▉▍ █▄▅▋▉▌▆▉
▋▌▊▋▄ ▍▊▍▉▊▌ ▆▉▄▄▄▄▅ ▄▌▍▉▌▉▄ ▅▇█▆▄▅▇ ▇▇▌ ▋▆▋▄▋▋ ▇▆▍▄▆█ █▄▅▋▇
slightly higher HQM ore drops
can find HQM in some barrels and radtowns (not much, though)
Adding art for the oil crater
▆█ ▉▍█▋▌▅▊▊ ▊▆▍▋▆▇ ▇▌▋▇▉▆▅▌
▇▊▇▋▆▆▊▅ ▅▅▉ ▇▊▋▄▌▄▇▌▍ ▄▆▌
! ▆▆ ▍█ ▋▌▉ ▉██▋▋▄, █▊▋▌▅▌ ▉█▆▉▆▍█▉▌▊ ▋▇ ▋▄▌▅▉▇▌▌ ▇▊▉ ▅▍▍'▄ ▍▇█▉
Fixed wall placement issues
Improved readability of the F2 menu FPS counter and dev toggles
Updated F2 menu dev layer toggles
Species predator list uses WeightedObject
Added DestroyOnUnsubscribe to SmartObject
Added OnSmartObjectDestroyed callback
Improved object destruction in GameManager
Player RMB now creates a Go Here Smartobject and subscribes the selected Unit
Only SmartObjects where ScoreForDecisionMaking == true will be tracked by Unit+Senses (it's on by default)
background loading priority