255,304 Commits over 3,990 Days - 2.67cph!
Names config, wearable condition fix
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Automated Linux DS Build #454
Automated Windows Build #454
Automated Linux Build #454
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
Dispenable interactions no longer get names from their wrappers
workshop: fixed cutout by forcing all blend mode permutations in rust/std-cloth shaders
Small animal skin requires 20 hide
Fixed ItemHasHolder.Modes.Any
Fixed bad richtext formatting in UnitInfoWidget
ConsumeFromDispenser(Human) DSE condition tweaks (cannot be contained)
Don't show skill strings until Novice or above
Spawn tweaks, more rocks.
Hacky fix for potential zone spawn conflicts with tribe create
Skill tweaks
Fixed potential NRE in Water.ToggleVisibility
Automated Linux DS Build #453
Re-ordered consume action chains a bit
Hat prefab change
Automated Windows Build #453
Automated Linux Build #453
* Removed RPG from the game
* Adjusted HL2 weapon's idle times to match sv_defaultdeployspeed convar
* GitSync
PlayerController default entity interaction evaluation should now work properly and behave consitently with the evaluation used for radial menu interactions
Another tweak to the same method
DecisionScoreEvaluatorsUtility.EvaluateConditions fixed early break when hiding from UI on conditions fail
You can pick up decayed corses again
Added modes pattern to ItemHasHolderSettings condtion
Fixed Hat female wearable view not being flagged properly
Lots of skill usage/unlock tweaks
tweaks to approaching combat targets
Merged tutorial back into one single massive list of chores because it's probably more compelling for a test build
Fixed missing LOS layers data for all Units
UI selectable sounds dont play when the selectable element is inactive or flagged as not interactable
Tribe Creation scene/root now set inactive during spawns to avoid any potential issues
PlayerPrefs get nuked if they dont contain the new version key
Fixed GPV fallbacks, adding DecisionMaker.FindBestGoalPlanFallback and making some ugly code
Interaction positions for sleeping on CampfireSpit
Some entity debug logging fuckery
Improvements to the crafting/building modal
Item commands button doesnt show unless there are commands available
Fixed TargetFilterSettings DSE params not being flagged as having access to a target through their DecisionContext
PauseBlurEffect also reduces gamma and gain via colorgrading/tonemapper
Added CorpseCondition.IsCooked
Human/Food/Cooking/Take Cooked Corpse from From now works, also added Drop Cooked Corpse goal plan
Sleep related tweaks.
Campfire with spit now has sitting and sleeping innteractions.
Time debug now shows both times
Decision's constructor really doesn't need to call Clear
Added updated controls display to MenuUI
Fixed tribe tracker UI widget causing some elements to flash in the middle of the screen on init