221,893 Commits over 3,653 Days - 2.53cph!
Tweaked human navmesh settings to generate better navmesh.
add possession requirement regardless of if we have the thing or not
water_well_d mini monument scene backup
Various data, hunting scoring fixes
CookCookableItem blackboard fix/warning if it fails
Fixed material artifact on hazmat suit
Improved glass on hazmat suit
Increased size of prevent building volumes in military tunnels
bullet pattern can have blank bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fire spinners stay around forever
f2 core pattern
tweaked nautilus powerups and splash
tweaked powerups for all stages
tweaked stage layout
Cleaned up EntityManager destruction routine
Extra exception handlers
Started on loading in surfaces into the texture editor
Fixed geometry gap in military tunnels
Blimp icon
Launcher banner
Units now know what paint surfaces are around them
AI Fake UserId's are all under 10000000
Fixed AI showing up in cheat report
Fixed suicide showing cheat report button
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
Remaining catacomb prefabs.
correct apple tree resource data
forgot to tick these in last checkin
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)
EAC SDK update + PlayerKill reporting
Fix some Steam-only stuff that needed renaming
Clear out ready for prototype upload
If scientists are disabled, don't bake monument navmeshes.
changes plasticed flagged up
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
Added slight delay between acquiring a target the first time and firing for Scientists.
Improved ai robustness a bit.
Close ship details while editing route
bar and Coffee Stand now use stock system
Needs can now be negative + looooots of UI fuckery
Added a overcrowding complaint type
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Working on conversions to the new system
can rotate workbenches with R during deployable phase
can no longer build around heli crash site
can rotate tool cupboard with hammer + priv
Third person ADS sounds have super super short range
Check if a unit already has an item before adding a possession requirement
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Fixed shelter desires having bad momentum drain value
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible