192,689 Commits over 4,049 Days - 1.98cph!
Improvements to notification text generation from effects
KeywordsUtility -> TextUtility, cleaned up keyword replacement API (no longer using obtuse extension methods)
Bandit town navmesh models for wooden walkways
More notification text on hunger effects
fixed notification text for very hungry effect
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 activity UI updating text badly
Fixed various issues with activity UI elements not being properly dismissed or updated
Fixed missing animator param spam
Got rid of a hacky gameobject activation thing in UI manager
Fixed loads of dummy job icons in the settlement inspector UI
Fixed people stowing their current weapon if it's a tool.
Position level up button above the fire instead of settlement position
Different settlement level names
OnReplenished now triggered every time a dispenser item gets replenished.
ResourceView updates on replenish as well as dispense.
Nice names for settlement levels
fix match history scrolling
update witch hat, adding textures
update hat icon/reframed some hats
update temple B enironment disabled cast/receive shadow
Fixed ambience emitter memory leak + pooling error
Mix/polish
A few new UI sounds
Finished baseline + cleanup; ready for merge
Fixed scene view camera components not disabling all instances
People should now take corpses from the meat rack to skin them before putting them on the spit
Adding user stats to sync between clients
Hunter can now directly deposit to hunting station stockpile.
Bonus for sleeping targets when setting hunting target.
enabled crafting station component on hunting station
enabled grazing area spawns
Data for being able to craft various items.
Added crafting machine process for hunter station.
Fixed Mood being set to 0 at game start due to the needs related mood cap having an initial value of 0.
Bandit town heightmap tweaks
Quick change on interaction
Added prevent building volume
Update surfaceproperites.txt to remove some entries to fit the 128 entry limit
Added a fixed version of materials/models/v_gauss/glovechrome.vmt
Raised wooden walkways to prevent water splashing effects when walking
Interactions are now serialized, need testing.
Fix compile error
TTT GetClassHints change
added SharedShutdown() to GameInstance, runs on client and server.
replay filename generation
added local player ID to replay header.
local games now support any local player ID instead of defaulting to 0.
Adjusted LOD distances
Added light LOD scripts to light sources
Removed excess foliage
Tweaked swamp topology
NavMesh places support in Lua
Added CNavArea.GetPlace() = string
Added CNavArea.SetPlace( string ) = bool
started refactoring/cleaning up replay hack test
Added Only Fight If Attacked bool to Combat Component.
Deer and Goats should only have a chance to fight if you attacked them.
More fixes to cutwooding AI
Disabled proto cmd caching for now.
Replay debug functions.
Removed squad debug spam.
AI Action sound support WIP