193,981 Commits over 4,079 Days - 1.98cph!
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data.
Consuming now has a duration.
added BaseInput, moved triggers and events from MouseInput to there
moved selection handling and events out of MouseInput into new UnitSelection.
more input refactor.
Removed deprecated lso component from camera
hide pants, shorts & gloves skinning updates
Increased precentage of the map that belongs to tier 2 slightly
Fixed snow mound_d lacking a collider
Updated skinning on tshirt
Fixed SmartObject.CanSubscribe not checking if there are existing subscriptions when the plan we want to subscribe to is exclusive
Fixed collider issue on ice_sheet_b
MonumentInfo.CheckPlacement fix when multiple tiers are selected
Lighthouses are actually set to tier 0
Harbors are actually set to tier 0 / 1
Reduced supermarket + gas station count
Reduced minimum distance between large monuments
Updated bounds on most monuments
Fixed startup NRE from disabling halloween content (subfolder issue)
nailgun workshop icon
minor balance
disabled halloween content
nailgun cost/craft time balance
crate logic always spawns 1 component with 40% chance of wb item instead of either or
supply drop always drops atleast 2 weapons, 2 armor pieces, and ammo
shotgun trap added to trap loot table
added 'basic' wood loot boxes to supermarket/gas station/warehouse
military tunnel spawns 2 elite crates in the center
Fixed spit missing building requirements (now requires 3x sticks)
New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness
Fixes meat spawning on top of the campfire collider and being really hard to click
TakeFromDispenser will now break if the dispenser is being held by another unit
tweaked smokepuff for nailgun
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
Added a bool to control whether you spawn in gang buildings or not
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.