193,067 Commits over 4,049 Days - 1.99cph!
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.
Fixed some compile errors
Damage resistances applied via status effects should now work
Few more weather colliders.
Underground entrance designators.
Added a load of weather colliders.
quartered rowboat population
Fixed items not overriding the required resilience and ferocity fields
Fixed resilience and ferocity labels getting multiplied by 100
Fixed a couple of broken prefabs for mine pieces under the town
fixed particle cols layer being rendered by main cam
Fixed multiple effects not being able to modify health/mana/stamina at the same time
Particle cols on town gates, added env volume group to MINE TOWN
boats spawn near beaches and lakes
boats despawn if left outside for an hour (make a boathouse!)
protocol++
Xp gain multiplier is networked, drives animator speed on UI
Attempt to reposition OOB entities
Effect add/remove reason strings, editor fuckery
Reverted interaction position navmesh disable hack (need a good way of disabling collision on units when sleeping
Level indicated on the UI
boats now require fuel
boat 'righting' slightly more reliable
boat engine can be turned on/off
moved boat audio code into separate file for alexR
phrases/manifest