193,042 Commits over 4,049 Days - 1.99cph!
Disabled phrases crowdin stuff
Fixed weatherFX lerping back in when its already running and used by incoming weather type
DecisionMaker decisions pool is no longer static
Merged weather rain strength and wetness values
Ported back a load of weather system stuff, added some more weather types and improved FX for rain and snow
PlayerController cleanup and attempt to make people tend to more than one fire (Target filter in selector should be in First mode but that causes an NRE, see BEF-82).
More on Scientist AI and Mountables.
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Exposed Name field of SmartObject interactions.
Added SetDesiredTarget interaction.
SetDesiredTarget is default on Campfire.
Fixed npc rotation.
Misc npc mountable stuff.
Commenting out manual navMesh samples in Navigation.IsValidDestination
Fixed NRE in TribeLeavePopup
adding label to mod inventory
Unit.Navigation uses NavMesh.FindClosestEdge when partial path distance threshold fails
update logo color customisation
compound whitebox first playable
Added temp_field_large spawn population to procedural maps
Added a popup for when someone leaves the tribe
Default physics step is back to 0.02
Ported the new position lerp system from Rust, which fixes a lot of the npc ice skating.
compound whitebox first phase backup
Stonecutter will no longer bring big rocks to the stockpile if they don't have the necessary equipment to smash them
Cleaned up some old status effect damage reduction logic that never really worked?
Cherry picking
26035 (Schema refresh stripping)
Cherry picking
26000 (Steamworks update)
Fixed radial indicator being invisible
Fixed cohesion join/leave events firing while skipping to morning
Fixed been able to build on northern cliff rocks (Savas KOTH)
Fixed double barrel shotgun missing from T2 loot table (Savas KOTH)
Exposed distance required to move mouse to open radial.
Distance is percentage of screen height.
Fixed gap in Garage door which allowed traps to be trigged through
Minor damage calc adjustment.
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Different prices per mod type.
Mod market value now caclulated correctly.
Unit market value now includes equipped mods.
Finally found and fixed the match outcome bug where it was really difficult to click the continue button somtimes. (fast forward button was blocking it if you end the match on your turn)
more mod slot refactor, slots now limited to a max of 1 movement mod.
Market units are now created with empty mod slots.
Refactored some unit slot creation/fill code.
Fixed the crazy seam issues around mine entrances.