199,294 Commits over 4,140 Days - 2.01cph!
sound effect for equipping mods
audio for player cash transactions
reduced default music volume
Fix feet direction of mounted passengers in vehicles.
news item for new unit purchase
Mounted scientists don't share target with scientists that can't see that target.
NewsItem can now take a CareerUnit parameter too.
NewsItem serialization for unit ref.
Clicking a news item with a unit reference will now push a unit view on to the UI stack for that unit.
news item for mod purchases
fix for continbue button in career match outcome taking you back to career save slot screen
Merge from conditional_models_3
Added warning when skin download fails to start (separate from timing out)
Fixed some particle shaders vertex lighting not handling spotlights; raised light count
Use the correct DecisionMaker method in target filtering first mode
reworked opportunity generation form being a % chance every week, to a random interval.
serialze next opportunity trigger week with career.
Added animal_ignore_food convar that default to true (server optimization).
Major cleanup of decision making; moved everything from DecisionMaker+Decisions to static DecisionsUtility
TargetFilterUtility is no longer static, now pooled
Fixed water depth mask affecting shading on rowboat; updated water and rowboat prefabs
Fixed Items.TryPickUpItem not passing animation bypass arg into TryPickUpItemToContainer
Exposed BaseEntity.Debug in debug tools
AIAction tracks timeSinceActive, used in ItemAction to detect elusive stuck in pickup bug
Don't return in Navigation if CalculatePath fails
Updated Steamworks - servers rules queried directly instead of via Steam interop fake vtable bullshit
Fixed field rocks sometimes partially overlapping the outermost objects of monuments
Navigation logging to catch out of range error
item action stuck detection is less stupid
NPCs are less vulnerable as they spawn.
don't scale the scaled time in stuck check
Slight improvement to spawn, reload and vulnerability for NPCs.
break if ItemAction gets stuck
Removed some rocks from water treatment plant that were placed outside of the terrain blend map
modular greybox pass - refining routes
Fixed various issues with missing terrain carve volume terrain checks on the caves (regression from terrain blend maps)
Slight tweak to npcs and mounted rotation.
Item actions and component callback refactoring & robustness.
Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
Another small aim tweak to mounted NPCs.
Nuked duplicate item action
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Scientists should no longer hover at junkpiles.
Fixed animation bool change callbacks not working at all