199,051 Commits over 4,140 Days - 2.00cph!
Fixed bug causing interactions to get added to a smartObject twice
Various Growable/Dispenser/Tree/Resource cleanup
rebaked some NavMeshes because I may have nuked one during a merge
Lost and Found initial scene fuckery
Island01 tweaks
Growable controls resource dispensable availability
Actually add the scene...
Fixed player tribe not spawning in correct place if customization is disabled in the game mode.
Added empty scene for Lost And Found
game mode scene list should now be validated against the game's scene list
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Game Modes now define a list of valid scenes
Various Growable/Seed fixes
null check disabled movement modes in Navigation
Updated srcds_run:
* Defaulted -game to garrysmod instead of "tf"
* Defaulted +map to "gm_contruct"
* Added -nodefaultmap
* -autoupdate now uses SteamCMD
** -steambin, -steamverify, -steamuser and -steampass removed
** steam_dir and -steamcmd_script
launch_site dressing fixes / scene2prefab
re-enabled setting start time from Session
Disable dynamic DOF in tribe create
Refactored/cleaned up reproduction persisted / date time usage
GameDateTime month support, TimeManager.OnMonth actually invoked now
Re-enabled breeding AI module
Growable/Seed boilerplate
made starting day be determined by a 0-1 float representing time in year
fixed hotspot bonus sound not appearing where hotspot was destroyed
lowered ore hotspot HDR component
gathering destroy fraction is also multiplied by the ore minigame (fixes yields too high with lesser tools)
TimeManager.SetTime cleanup
Added asset for Lost And Found
Character create DOF mode
Removed StartingSeason in GameModeDefinition
Slight refactor of existing game modes to put things in the base mode.
Added classes for Loast and Found mode
rolling back the right terrain grass albedo
Fixed items not being added to the UnitAttachments entities list, causing encumbrance calculation to be wrong
Fixed dataBrowser.AssetTypes missing GameModeDefinition
Various Player command refactoring, radial menu improvements prep
ore nodes: updating paths to new visuals in prefabs
cutting in train tracks to hex