193,473 Commits over 4,079 Days - 1.98cph!
create new clone when opening inventory screen
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flipped chest leaf world item 180 so you can actually see it
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Cherrypicking destroy message
Fix for out of order destroy errors. Destroy messages are now queued and send after the update queue.
WearItem will unequip existing items in the slot
Server projectiles and thrown weapons inherit velocity from player parent
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
changed test server address and port to point to a new OVH instance.
debug standalone server will now connect to OVG test server db.
Fixed NRE in A* scientist's navigation.
vertex colour for camp upgrade
Updated Scientist prefabs with proper stat definitions that got lost earlier in the week.
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
[D11][Jenkins] More Fixes
[D11] [UI] Recycler loot panel
[D11] More complicated build steps
break physenv.AddSurfaceData
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11] Support for building server asset bundle on a Mac for OSX64.
merged standalone to main
version++
Tweaks to make animals less likely to sleep or idle when hostiles are nearby.
Removed UnitFeelsThreatenedCondition which wasn't doing anything anymore and replaced isntances of it with CanPerceiveHostileUnits.
fix for animator playing the human downed into animation multiple times
fix for daily challenge toasts
It should now be impossible to attack downed targets.
[D11] Add share param file path on PS4
[D11] Start adding some platform publishing assets
Corrected projectile directions for NPCs when on the Cargo Ship.
Added player_connect_client gameevent from upstream, same as player_connect but without the "address" field, used for join messages
Merge persistent game mode restructuring into Main.
Test setup for ragdoll bug
Added debug name to the "Tried to activate constraint ..." warning.
Kill input no longer works on the world entity
!Entity.SetSaveValue can no longer override entity class name
You can no longer remove player_manager entity
adding more WIP trophies/anim comtroller, prefab , icons
fixed customisation broken UI scrollview
tweak customisation default name so it appears always first
some file cleaning
Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
build server batch files now delete the bin or release folders first (to ensure valid resource files).
build and run server batch file now chains the separate build and ran batch files together using call.
Stat manipulations hold description field in data, return this if not empty instead of raw values
Desired Target will now only be set if we don't already have a player commanded one.
Various AI changes to make Desired Target stick better when player commanded.
TMP styles
Added DataAsset.GetTooltipText, overriding for traits
More HP for the testing character