255,046 Commits over 3,990 Days - 2.66cph!
Applying modifier to decay speed should now work as expected.
Actions.CreateSocial NRE catch
Continued Activity fuckery
Finally fixed shit so one can add and remove a corpse from the fire with spit indefinitely.
Simplifying things (or trying to)
Let's get the order of resetting cook corpse state right, that we don't generate NRE on Complete().
More looting/containers/proto
Interaction.PickUp no longer overrides cursor
Activity data mapping now works for all types
Decayed corpses now falls off fire spit and the shoulder of anyone carrying it.
Attempted a fix on making campfires with spit available for another corpse "after" the first one is removed (but untested).
More effect simulation fuckeries
Notifications widget fuckery
Made NetCharacterLocal generic
Fixed unlit campfires hurting players after server restart
updated spawnpoint gizmos to accurately display prefab that will be spawned
Effect simulation fuckeries
Tribe create scene
Removed debug logs
Default to ultra quality settings so that no one playtests the game and complains that it looks like a dog's anus
GUI tweaks, typos and shit
Fixed WithinJoggingPerceptionRange causing NREs in OnEnable
IsWithinPerceptionRangeSettings dummy stat instances
Removed BaseEntity arg from Stat constructor
IsWithinPerceptionRangeSettings tweak
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
hand axe model for hand axe instead of knife
Fixed viewport resize breaking water when reflections are enabled
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Stone gate gibs are no longer the incorrect wood gate ones
door_barricades gibs double sided
more bug fixing with help of seb
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
added resources instead of view models (thanks seb!)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
tweaks to threat calculations
readded the foxgloves to the spawn population as somehow the link was broken
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)