255,118 Commits over 3,990 Days - 2.66cph!
Added Reloading, trying to fix shitty movement.
Fixed possible NRE in entity find commands
More building decay stuff, please ignore logging
changed time.unscaledDeltaTime to time.deltaTime to stop the speeded up game modes break root motion
initial conversation male vox ideas added
fixed wolf root motion (forgot to set it on the avatars for the female and yooth)
HostilityConditionSettings returns if target is null
BaseEntity cast cache tweak
More decay stuff
cherrypicking damian art from last week
Edit truck horns
Added exit
Fixed TOD in main scene
larger prevent_building in sewer_chimney_bottom
misc mat tweaks
BaseEntity.Log formatting fix
Fixed wooden hut not being in the starting pool
Tunnels include their own prevent_building volume (safe_measure)
changed timber mine mats to use biome tinting
unticked "positional" on resources to make them work without interaction positions
Changed prevent_building spheres at monuments for boxes (less way of interference with underground building allowed caves)
coffee beans on coffee bushes
Picked multiple cherries from main
Automated Linux DS Build #19
Building deconstruction no longer uses Skills. Editor tweaks
optimization pass
adding cave and bucket lift LODs
carrots, water mint and dandelions
Sway
Viewpunch
Deploying
Use
Automated Windows Build #19
Automated Linux Build #19
Refactoring/cleaninup BaseEntity.Settings handling and cast caching
Building data + editor stuff
Buildings no longer have Stats and Effects components by default, doing decay in code without Stats for now
Building decay stats setup