201,578 Commits over 4,171 Days - 2.01cph!
Group progression init cleanup
Unit inspector tabs. open from unit frame WIP
Fixed cargo ship overriding player's network group when loaded from save
More building persistence and container fix
UnitAnimation and UnitAttachments pooling fixes
Added support for rect/drag command flagging via the command UI
Reset entity interactable state properly
reworked school hat and created new materials and icon. fixed missing avatar layer specification on beer_hat and baseball_cap
Fixed cargo ship sub entity saving flag disable
Replace GI thread with async+channels
Fixed command buttons not working
player loot panel slot fix
skin approval again
only send tile cursor hover event to server after hovering a tile for 0.5 seconds.
Don't bundle disabled scenes
hot air balloon progress backup
[D11] Frontend visual update & support for non-looping carousel
Fixed fleeing getting stuck (although it's still a bit janky)
State cleanup Tree, Trap, Wearable, Growable, Resource
State cleanup ItemContainer, ItemAttachments, Decay
Fixed NRE in dynamic cover points.
EntityComponent.Enabled checks parent entity != ull && enabled
Entity destruction cleanup as coroutine
Fixed per-platform texture crunch/decrunch in asset fiddler
Fix game instances not being removed if players disconnect before saying they're ready
range finding markers on 8x scope
fixed cargo ship and its rhib saving
Fixed entities being disabled when created by the pool factory method
[D11] [UI] Take all items from loot panel action implemented
Fixed settlement setup NRE
Fixed Personality.Setup NRE (moved to first time init)
fixed cargo ship rhib and cargo ship saving
Refactoring of entity loading and first time init
Fixed entity components not loading
[D11] Fixes needed for xb1
changed AbilitySettings.All to AbilitySettings.GameReady
Fixed LOS on vehicle storage boxes (comparing layer mask vs layer index)
Disable lerp when attached to bone (fixes explosives not following door open / close animation when attached)