198,630 Commits over 4,140 Days - 2.00cph!
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Updated asset bundle splits
Downed (wounded) players no player block movement
Nixed async shit
Removed GridPositions struct, functionality moved to BaseEntity
Update entity grid positional data on a separate thread via Task
crossbow can accept flashlight
update amplify shader editor
tonnes of asset labels
manifest
missing icons
added examine/admire key
added examine gametip
Spinner wheel sound bugfixes
compile fix
added handheld flashlight
fixed invisible flashlight beams
fixed invisible laser beam beam
Loads more deployable sounds
added door garland (free w/ window garland steam item)
updated game tips to tell people to place cupboards
updated game tips to tell people to fill up cupboards
bugfixes for buildings changing and upkeep time vital info not changing
Fixed various time/physics tickrate issues at extremely higher timescale (waiting for morning etc)
Added waiting UI overlay when skipping to morning
Made sure all view prefabs have highlighter and biome object components, updated utility to add these to all newly created view prefabs
flashlight viewmodel / worldmodel prefabs and sounds
Fixed PersistedCraftItemProcess persistence
Fixed skip to morning getting stuck at 100 timescale...
Timer ex, tests
more ui tweak, adding missing material
Door frame decor / moved pivot up by 1m
merge upkeep notify into main
protocol++
increased miner hat light size
added notifications on hud for building decay
Merging in PersistentPerson branch
Crafting stations are now a Machine with a MachineProcess.
Separate AI Goal for crafting at building.
Fixed potential bad handling of writing components to Blackboard.
Added "FogDarknessDistance" to climate
Fog darkening test for diogo
Subtracting
24560 because it looks like ass
Don't actually need INetworkedUser now that I decided to recombine the human and AI user classes back into a single NetworkUser. Just reference the class
Reduced max dispensed items for all trees and the quarry