199,311 Commits over 4,140 Days - 2.01cph!
updated hazmat suit model
updated outlines for new arrow types
small refinery now produces charcoal
can no longer place dropboxes under water
must wait 30 seconds to repair a structure after it has been attacked
EntityInspectionWidget no longer tries to activate detail portrait for non-human, non-player controlled units
hazmat suit craftable
hazmat icons and art updated
fixed possessions code.
picking up adds to possessions.
More flexible spawning for npcs.
EntityComponentSystem adjusts tickrate with game speed, exposed rates in config
Ensure that stranger spawns are at valid navmesh location
fixed shooting animations when running ( 3rd person )
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
Fixed shelter desires having bad momentum drain value
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds
Check if a unit already has an item before adding a possession requirement
Third person ADS sounds have super super short range
can rotate tool cupboard with hammer + priv
can no longer build around heli crash site
can rotate workbenches with R during deployable phase
Working on conversions to the new system
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
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)
Improved ai robustness a bit.
Added slight delay between acquiring a target the first time and firing for Scientists.
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
changes plasticed flagged up
If scientists are disabled, don't bake monument navmeshes.
Fix some Steam-only stuff that needed renaming
EAC SDK update + PlayerKill reporting
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)
forgot to tick these in last checkin
correct apple tree resource data
Remaining catacomb prefabs.
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
AI Fake UserId's are all under 10000000
Fixed AI showing up in cheat report
Fixed suicide showing cheat report button
Fixed geometry gap in military tunnels