197,334 Commits over 4,110 Days - 2.00cph!
More building related target filter improvements
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
collision on the rest of the crafting buildings
Fixed UnitPathWidget NRE
Updated crafting table prefabs
wheelcollider springforce set to 10,000
Got the basics in for a pie menu
Fixed bad super speed button tween
Removed old auto anim bools for shoulder carrying
Re-enabled coverage queries for debugging
Fixed fuzz in cloth shaders
Moved camera fx and Effects to after the lerp in weather transition
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Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Fixed Agent.SimTickDecisionMakers not clearing DSE caches when the unit is selected by player and the command cooldown is active
Exposed IsCachable on conditions and considerations
Wall components can snap together
gas_station progress backup
Fixed Improved Spear missing weapon component
ItemActionSettings now logs the name of the item
Item management module condition tweaks
Fixed UnitPortraitManager.EnableCameraUpdate not being reset
Nuked a couple of un-used interactions, made some interactions AI only
fixed Item IsHolding checks
Add wall piece to building script
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EntityValueForBuilding fails if the target's SmartObject component is disabled
SmartObject.CanSubscribe returns false if the smartobject is disabled
Removed SmartObjectComponentSystem
Wall pieces can snap to collision points
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
Rebuilt Facepunch.Network and Facepunch.Raknet
EAC SDK update (eliminates GC allocations)
More work on optimizing navmesh grid.
updating some world models to work better with collision