257,713 Commits over 4,049 Days - 2.65cph!
Navigation listener for behaviour complete
Minor Behaviour event refactoring
fixed not earning xp eating directly from trash piles
no xp from eating raw/burned foods
fix for harvesting not increasing ownership on stacks
potential fix for splitting erasing owners??
barricades no longer unlock at level 200
FOR FUCK SAKE missing asset
FOR FUCK SAKE more asteroid block tweak and added WIP doorway for rotorz
Consideration contribution error warning UI
Consideration contribution sliders lerp color
Data save
airfield work backup - loot spawns, doors, barricades and covers
Temporarily removed LOS check from combat ability selector
UDM decision log BC element/variant failure will print raw asset name + type rather than override
StatComparisonConsiderationSettings stat type selection draw attrib
Renamed a consideration for clarity
Added UI Hotspot event trigger utility component
UI tweaks
Fixed XP bar staying bug after punch
XP bar punch size is relative to the amount of xp gained
Fixed NRE on item drop without skin
Started text chat
Added collision for lamposts / trees etc
Added bomb prop to player truck
Proper hitscan fix for projectile_protection 1
rabbit improvements and made a bit slower and reimported spreadsheet stats
Define SteamInventoryItem behaviour
office building, carpark, runway LODs/COLs
airfield work backup
updated lighting and textures
UI only shows a single notification, with queued count. Timeout remove/click to go to activity source position/entity
HumanView.SetupClone destroyed any attached UnitViews (e.g. carried corpses)
Activity refactoring/cleanup. Activity objects no longer store a type selection object, instead the ActivityTypes prop is abstract and derived types store expose "subtype" properties
More work on detecting when picking a ranged ability (shooting a bow) would be a bad idea, eg. you'd shoot straight into a cliff-side or a big stone. A wee bit hard/time-consuming to test, so this needs more testing to confirm whether it works to a desired degree or not.
Dropped skinned items show the right skin
Fixed weapon skins not showing properly in third person (fucking gooseman)
DoPrepare automatically tags renderers skin0 if untagged - this is majority wanted behaviour