193,656 Commits over 4,079 Days - 1.98cph!
wip attackstate refactor
wip CombatInteractionType
Log a warning when desire selector finds existing blackboard data for the same key
Interactions module tweaks
vm cleanup and new arm mesh merge
refactored some attack util code to one place, attack bar prefab, attack bar code wip
Refactored UIUnitInfoPanel ready to start moving the duplicated code from a bunch of UI stuff into one place
Fixed some animation loop issues when crafting an item at a crafting table
Refactored the mission system to support multiple players attempting the same mission. Gangs will be IMissionUsers (like players are for individual missions), with every member of the gang considered a mission runner.
Gang mission system initial commit
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Moved mission payphone stuff into a sub-component of the mission manager
Removed hole cutters on boarded windows since I kept getting invisibly shot through them
Fixed RPC ordering issue causing gang drug sell zones to not show up anymore
Fix NRE on client when new players spawn into gang building, due to sync delays. Also set gang colours on gang spawn lots
added ColorNormal and ColorHighlighted to UILeagueEntry, local player's entry get's set to highlighted
Moved medal code out of UILeagueEntry and into a new UILeagueMedal.
PanelLeageEntry prefab now has an instance of UILeageMedal.
UILeageuEntry inits it's UILeageMedal
More league entry panel UI cleanup
Fixed door damage bug on client
League icons work, cleanup prefab, code.
checking in rank icon stuff
planters rarity tier 1
ceiling light rarity tier 1
guitar rarity tier 1
water purifier default
stone spear default blueprint
Added missing #SERVER flag to cellphone
adding rank icon font
tweak ui
Leage panel unicode setup
Moved a door in the new gang building. Two doors had overlapping interaction areas which would sometimes cause the wrong one to interact.
Fixed rust/std particle accum layer normal space
Added triplanar sampling shader api
Touched all rust/std shaders, because unity
Cherry picked blend4 shader changes and rust/std cleanup, because yolo
Fixed more shadow bias shenanigans
added temp icons for female hair prefabs
tweaked material values and colours on hair materials, wip female variant of hairstyle 1
Fixed movement path highlights being visible in attack range mode
Added debug.log convar to toggle log output
merging vm cleanup work and new arm mesh
fixed bug with salvaged icepick disappearing FINALLY
tweak unit panel transparency
tweak explosion decals
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