202,362 Commits over 4,171 Days - 2.02cph!
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
refactored out UnitLineAttackRangeSO.
more attack refactoring.
cleaned uo PlayerAreaView
attack defs.
more attack def/setup rework.
disabled attack symbols on unit cards.
All levels so far: independent crate spawners for loot rooms
Charger attack is now reduced by armour, increased dmg 3->4
biter now reduced by armour, dmg increased 4->5, hp increased 7->8
Interpolation clock tweaks
removing arrow from attack cursor
Slightly more conservative value
Oops, off by a factor of 10
Added some loot prefab for CNR game mode
Node graph editor cleanup, base node type with common util methods
Roles API method rename for clarity now that we no longer support multiple concurrent roles
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
AIBehaviour cleanup, fixed bad profiler sample
decreased length for testing
clone vat greybox for tunnels lab
Island cleanup
Compound work
Fixed monster_tentacle not dealing damage properly
Player commands refactored to a single type for easier pooling and duplication
Updated Facepunch.System
Used Facepunch.Pool
Removed Pool, GameObjectPool
More work on sensory system. They no longer freak out about flares++.
Fixed tribe tracker UI not showing
Fixed NRE in AIBehaviour caused by Reset order
Fixed fishing interaction having no tool requirements
Fixed some player commands not invoking
Don't enable NavMeshAgent when attaching Units to Items
SDL2/OpenGL Win32 builds work
Fixed player controller assigning incorrect command types
OpenGL works for Win64 too
dodge without root motion
Correct position for rat on stick.
Cooking on stick AI enabled (but you still have to manually skin the corpse)
Fixed player label in HUD for clients.
Added "Soft Camera" Fade toggle and Factor to soft particle shaders
Fixed soft particle shaders not properly fading against water surfaces
Role possessions requirements are now defined per-level. Requirements from the previous level are removed.
Role levels apply stat manipulations
Settlement levels define tribe-wide possession requirements
Settlement level requirement check logs
Removed possessions importance value