193,474 Commits over 4,079 Days - 1.98cph!
Removed OnValidate from UI prefabs
Cleanup
Fixed initial tribe create screen
Fixed customise character screen not showing
Added a constantly pathing A* scientist on the deck for testing.
temp fix for scientist visibility
Subtracted PlayerModel AI changes
Subtractive merge of PlayerModel changes.
Disabled impostor shadows (testing shadow job crash)
Added Waffle body and IceCream hat
Fixed NRE in DeferredDecalRenderer.OnDisable
Switched tree_umbrella_thorn to impostor shadow + updated prefab and view
Reworked, improved and cleaned up deferred decal renderer a bit
Fixed decal lighting/GI
Stat manipulators hold a list of affected stats for easier removal
Another fix for lingering tooltips
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
[D11] Removed unnecessary stat from server performance metrics request.
Fixed tribe create hover menus getting stuck
Fixed tooltips triggering after delay when the source element has been disabled
[D11] More fixes for jenkins
Fix for out of range error in Building.CanDeposit
Hopefully fixed flakey hover buttons in tribe create
Ghost interaction/vis fixes
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
odd changed files from testbox arid
Fixed moving scientists not animating the movement when parented.
... probably gonna revert this shit
FuelToEffect no longer tries to start if the process queue is empty (although we should never be trying to do that really?)
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
Fix for daily challenge leaderboard query
More work on unifying all inventories
[D11][UI] Implemented controller navigation prompts for lootpanel items
Custom editor for Attachable component
[D11] Change to agent none