224,261 Commits over 3,684 Days - 2.54cph!
Refactored stockpile restriction stuff to support all entity types
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
career unit health bars now show equipped mods (placeholder)
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks
Potential fix for another "_MainTex" UI error
Updated to latest Facepunch.Steamworks
Updated natives, avatar tests
Fixed client entity building ID not resetting when pooled
Cherry picking
25518 for bawng
Generate data/entity serialisers rather than hand making them
Working on NPCManager and NPCs
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
added AdjacentTeamUnitPenalty, scores down tiles that put you directly next to team mate units (so they're less likely to get AOEd)
Increased in-range tile penalty of EnemyRangeTileScorer
increase score bonus of HeighTileScorer
Increased healer AIAdvancePriority 0.0 -> 0.4f
AI tile orderinging fix (orderby->thenby)
Update kb_act.lst (#1458)
#Valve_Console_Toggle, whitespaces left alone.
Added a carrying animation for units
Vending machines now dispense sodas
Bind more post processing properties so deathmatch looks the same as before
Fixed NRE when equipping clothing
More route stuff
Fixed some search issues in the entity purchaser
Toned down animator culling
Note about testing the mission watching methods if/when missions return
Scene stuff.
Respawn button isn't so hard to click.
- Changed mission global observer system to one that only affects the mission runners
- NPC manager stuff
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Exterior Airlock override works
Just like the Interior one. Bypasses safety so exterior hatch can be
opens even if Interior is also open.
Fireball isn't a rocket. Doesn't throw NRE's.
Bind some of PostProcessingVolume, turn motion blur off in map builder gamemode
Menu backdrop is now randomised
Contracts can now offer free props
Initial fitout contract can now be completed without spending money
cores look in a direction while charging
removed pointless PixelGroup.UseOverlayColor
removed and renamed some core tinting stuff
pixelgroup color targets need to be requested
Add basic UI that shows who's talking
Fixed black indicator icons
Basic Crafting unlock has crafting table as pre-req
Dequeued unlock notifications go to the top, not bottom