108,630 Commits over 3,867 Days - 1.17cph!
Compound - jiggling about prevent movement volumes to prevent access to getting stuck honey pots
Awnings - added a custom collider, fixed collider being one way on cloth
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds
Small oilrig fixes, powerplant fixes, excavator fixes
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Allow playerseed command to work with player names instead of IDs (only for players who are in the scene though)
Fix the playerseed command not handling Steam IDs due to them being longer than what fits into an int
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Progress on bush spawn settings
Replaced tall grass in tundra with bushes
Unified prefab setup for all bushes / their billboards should have the same viewing distances
cloud billboard alternate triangulation
adding subsivision to cloud billboard
Added decor.procmap.v3 to world setup
Tweaked cactus material
Tweaked cacti LOD distances
Tweaked arid bush colors, size, billboards and materials
Created new decor.procmap.v3 prefab
Tweaked spawn rules for arid bushes and allowed their billboards to render much further
Made unique spawners for ocotillo and dead bushes
cherrypicking disable_easter_2021
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
Fixed "generate textures" being an order of magnitude slower than it needs to be
Bunch of stuff for virtual AIInformationZone support.
Added a tool to convert cargoship data and old move/cover point stuff to the new setup.
NPCSpawner can now setup A*/virtual aiz data if required.
Cargo test scene update
large oilrig bag of fixes
Store an id per gesture slot (via convar), use that to populate the gesture wheel
Made a new CollectionManifest class that gets referenced in the GameManifest so we can store things like gesture and underwear lists outside of resources or referenced on players
Doubled health recovered by horses after eating food
Hitch and Trough now acts as a food store and doesn't manipulate animal decay
When a horse eats from the trough it's decay time is now updated along with health and stamina (the horse now controls this process, not the trough)
Fixed build exception when ItemDefinition.shortname is null in ItemManager.Initialize (this exception appears to cause a full editor crash on 2019.4.23?)
BaseNavigator fixes for A* mode.
Cargoship wip and test scene.