192,985 Commits over 4,049 Days - 1.99cph!
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Another null check for ValidateObjectReferences
Presumably fixed NRE in ValidateObjectReferences
SquadEditorPlacingState now only allows you to modify your own team's units
More squad editor career mode fixes
Fireplace models/LODs/Colliders/Gibs/Prefab
made grass light the same colour as grass again so we could use it to paint out grass from edges of cliffs
more career squad editor stuff
LeagueFixture can now hold a squad setup per team + serialize them.
squad editor can now load a squad per team.
Christmas lights can no longer be picked up if building blocked
Squad editor can now be started in a career editor mode, which blocks exit, auto hides map list and gets passed the next player LeageuFixture.
Small culling toggle correction
small culling toggle correction
adjusted requirements for some items
reindeer/santa hat protection values
candy cane lickable
xmas enabled
xmas loot table balance
Open/close sounds only play for the local player
Lots of new deployable placement sounds
Lots of new deployable interaction sounds
Tweaks to some interaction sounds from last week
Reviewed, fixed and cleaned culling + integration
Updated native modules for renderer/win
Fixed and simplified cull processor
Tweaked some curves to try and prevent the basket pick up/drop loop
Fixed a container nre in TargetFilterUtility
Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
fixed normals on graduation cap and converted over to use single material with MGAO setup. Added school cap and dunce cap hats with materials. Created basic prefabs
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp
Merge in latest from Main
Changing things where possible from using NetworkUser, to the more general PersistentPerson
Trees now give a good amount of sticks.
Trees that don't assign trunk view prefab will destroy the trunk view and can dispense any number of items.
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
Player assignment role via RMB checks unlock status
Filter target filtering returning 0 entities
Possession component persistance
Unified target filtering code into TargetFilterUtility