199,230 Commits over 4,140 Days - 2.01cph!
A safe spawns in gang buildings, though it can be hard to find...
Safes face the right way (towards the center of the room)
Gang HQ safes try to spawn on the first floor
Add safe contents to gang inventory change event
Gang mission fixes and UI work
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
More unsaved stuff + fixed build error
Cherry picked a few shader-related changesets from main
Cherry picked shader changes from SkinUpdates_2
Merge from Rust (23323,
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All completion triggers must pass before an objective is completed
Added "Build a camp" objective with time limit (Washed Up game mode)
Objective time remaining displayed on UI
Disabled idle sit on ground behaviour
DataBrowser saves sidebar scroll vector
While some issues remain, it compiles and runs.
Merge from skinupdates_2 (problematic meshes/colliders reverted)
Various objectives bits
Fixed building completion activity not being generated when a building does not require construction or materials
Talents UI no longer populated in code, instead icons are assigned definitions by hand in editor, icons without a talent def referenced will auto-hide themselves on start
gangster models / prefabs
fixed missing eyes on playermodel
Collider_legs correct name
python tier 2 wb
ladder hatch tier 2 wb/loot
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NPCs will now perform more expensive position sampling when they consider themselves stuck.
Fixed network read stream returning incorrect values for the custom position / unread properties
Fixed soundscapes on custom maps not working in multiplayer
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removed eyelashes from male faces
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Phone almost ready to use voice.
Added persisted data for consumable (cooked amount/states)
Collated command for cooking items on fire
Can now set the cooked state of an item via the debug tools
Fixes, UI, etc for missions
Select mission gangs randomly again