198,617 Commits over 4,140 Days - 2.00cph!
Fixed issues with how Entities find their dependencies. Keep an eye on this, it could blow up.!
seting avatar camera for the menu
[D11] Audio sound asset optimisation progress.
Remvoed nma.warp call in UnitView.Setup (caused warning spam re navmesh agents)
Fixed BuildingRequirementFact not doing grid entity sample on first run (track run count in base type)
Bullshit to cache animator params
Print debug text when activity has no data for notifications
[D11][UI] Switched loot panel headers to Text mesh pro.
Implemented fridge and fishtrap panels.
Added panels not in lootpanel scene to scene
Moved expensive animator param caching from warmup to unit data validate
[D11] Add in NpToolkit plugin for Sony
BuildingRequirementFactProvider accounts for registration of entities to the building container
[D11] Update server analytics to use new telemetry service.
alternative skins for water drum into biohazard one, alt pallets skin (blue)
progress backup cargo style 2
Altered spray can texture.
Fixed a VisualFX.Create overload not returning true
fixe female leaf chest skinning
Compat with live version of the game
[D11][UI] ShopFront trading placeholder design implemented.
Compat with live version of the game
Building req fact optimisation
Building requirement fact listens to new Building.OnEntityAdded/OnDecayDestroyedItem events
Initialize GameAnalytics after Steam
Don't send errors to GameAnalytics
write building to blackboard in acquire materials for building
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Building requirement fact work
Blackboard interaction plans injector checks plan validity
re export of spear to use correct materials
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unlock all cheat no longer breaks progression when turning it off again
CraftingStation.GetCraftables cleanup
Fact selector tweaks
Finished conversion of PCUserStats. Stats now serialize to the client.
Revert my PlayerTick change since it won't work with unreliable sends
Reverted my changes to PlayerTick, as it won't actually work if unreliable messages are lost.