191,796 Commits over 4,049 Days - 1.97cph!
Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
null check in GoToSmartObject
Forgot to check in a change.
Game mode trigger changed for game mode. Uses a score limit.
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
Bandit town Scene2Prefab (ai prefab changed).
more WIP on Bandit guard AI.
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
underwater plants movement tweaks
Player spawns are no longer random
Underwater foliage spawn files/properties
updated script to remove colliders from lods
Actual fix to triggers that aren't linked to effects.
Underwater plant art files (models/textures/mats)
Removed a gang, moved doll spawns.
Mouse hidden on death screen
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
in OnPreprocessModel set importer.importVisibility = false
stickpile has max sticks 5 & starting quanity 3
compound bow functionality
Removed a smaller allocation PooledList was doing that isn't relevant anymore
Added Settlement Has Enough Housing need
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Workaround for triggers never getting triggered if they aren't used by any effects
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
Settlement Desirability NRE fix
Some more temp fixes for NetworkUser references not being around.
compound bow functionality baseline
Break go to smart object if the interaction plan gets disabled.
Waiting for next interaction breaks if the interaction gets disabled
updated lods, added worldmodel prefab, nudged draw bow sounds
Quick fix for overjoining, possible workaround for missing networkuser references.
game mode references networkentity
tweaked ironsight to match anim better,
added sounds and anim events,
updated skinning of strings,
updated prefab