198,742 Commits over 4,140 Days - 2.00cph!
Marked take branch interactions on trees as Require Item Pick Up (branches were flying away when taken from trees)
fix for tree minigame always going right and never left
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
switch coold down material to amplify
update unlit particle shader
switch star material from shaderforge to amplify
GPU instancing enabled for Arena_Frame_A_Mat.mat
tweak chat bubble size behavior
Autonomous eating on stick.
added bulletproof glass window insert
enabled gpu instancing on Crowd_Opponent.mat
Let's see if jenkins prefers it like this.
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
Added Building.GetDominatingBuildingPrivilege
disabled round time in local games/ai
removing useless speech bubble from the main scene
updating font stuff for speech bubble
Finally got Apex updated.
Adjusted building block order in the radial menu
Added half height walls (needs new models)
client server manifest
UI scene to maps bundle
Random other things.
Cherrypick the Apex update
DataAsset name caching fixes (display, type, debug)
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
Tutorial/Objectives fixes and cleanup
Added some trash to roads
State components now get enabled/disabled in Enter() and Exit(). Look here first for any new bugs.
Removed a lot of the vehicle spawns.
Added tutorials.complete_all console commmand