201,593 Commits over 4,171 Days - 2.01cph!
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
More third person sounds (aim down sights, grenades, bandages, etc)
Binocular sounds
Flashlight sounds
Check if a unit already has an item before adding a possession requirement
Third person ADS sounds have super super short range
can rotate tool cupboard with hammer + priv
can no longer build around heli crash site
can rotate workbenches with R during deployable phase
Working on conversions to the new system
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
Improved ai robustness a bit.
Added slight delay between acquiring a target the first time and firing for Scientists.
Force profiling when calling invokes because we keep adding slow shit to it that's not wrapped in profiler samples
changes plasticed flagged up
If scientists are disabled, don't bake monument navmeshes.
Fix some Steam-only stuff that needed renaming
EAC SDK update + PlayerKill reporting
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)
forgot to tick these in last checkin
correct apple tree resource data
Remaining catacomb prefabs.
combatlog no longer takes count parameter (always prints full combat log)
combatlogsize defaults to 30
AI Fake UserId's are all under 10000000
Fixed AI showing up in cheat report
Fixed suicide showing cheat report button
Fixed geometry gap in military tunnels
Cleaned up EntityManager destruction routine
Increased size of prevent building volumes in military tunnels
Fixed material artifact on hazmat suit
Improved glass on hazmat suit
Various data, hunting scoring fixes
CookCookableItem blackboard fix/warning if it fails
water_well_d mini monument scene backup
add possession requirement regardless of if we have the thing or not
Tweaked human navmesh settings to generate better navmesh.
adding a required possession checks fulfillment
Skins have OnLoaded and OnIconLoaded callbacks
Added OnItemIconChanged event to item icons
Show loading indicator on item icons while they're still loading
Refresh item icons when their skinned icon finished loading
Broken icon import settings are identical to cooking, fire and loading icon import settings
Possessions fulfillment tidy up
Removed unnecessary mipmap refresh from skin texture loading
Added detailed profiling to AsyncTextureLoad