201,350 Commits over 4,171 Days - 2.01cph!
Scene stuff.
Respawn button isn't so hard to click.
Note about testing the mission watching methods if/when missions return
Fixed NRE when equipping clothing
AI tile orderinging fix (orderby->thenby)
added AdjacentTeamUnitPenalty, scores down tiles that put you directly next to team mate units (so they're less likely to get AOEd)
Increased in-range tile penalty of EnemyRangeTileScorer
increase score bonus of HeighTileScorer
Increased healer AIAdvancePriority 0.0 -> 0.4f
Ensure locker, bed, workbench destroyed if construction placed on no longer exists (ground watch tweaks)
Working on NPCManager and NPCs
Cherry picking
25518 for bawng
Fixed client entity building ID not resetting when pooled
Potential fix for another "_MainTex" UI error
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks
career unit health bars now show equipped mods (placeholder)
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
Refactored stockpile restriction stuff to support all entity types
Bed can be repaired
Bed can be picked up with hammer + building priv
biter dmg increased 3->4
career gen tweaks
Buildings can be deconstructed, no longer destroy deposited items
Cleaned up BaseEntity enable/visual state persistence
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Campfire FX tweaks, fixed duplicate FX being spawned
Misc convar description spelling
Misc options menu spelling
change to AI advancement ordering
Adjusted reflection quality 1
World reflection quality defaults to 2
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Fixed TargetSettingsName NRE
don't do physics enabling or disabling if there isn't a Rigidbody
Added two-sided lighting option to core/foliage and core/generic; moved + cull to top
Added shadow bias and intensity control to core/foliage
Fixed tint not applied on translucency in core/foliage
Replaced core brdf luminance function; touched relevant shaders
Added support to filter out raycasts results from the wrong domain.
Fixed foliage shader face culling defaulting to back
Moved derive tangents to coreutils
Added CraftingStation component
AI Crafting module prep
Fixed entities being saved as invisible
Zone defines a set of bounds
Testbox fuckery that is totally important
Zone.OnValidate sets gameplayBounds center
Fixed itemcontainerentity
Removed redundant Hapis APC path files
knockback unit experiments
New crafting UI, crafting station order creation