198,896 Commits over 4,140 Days - 2.00cph!
Fixed std/blend-layer shader merge errors
Crane mask test for Diogo
Updated cops mission - End round / swap sides
Updated build settings
Harbor_1 detail dressing and cover pass wip
lightpost_b prefab (without ladder)
FixedArray.CopyTo should clear the target array first
Emotes.ChangeClip cleanup
Fixed errors if more than 400 items in steam inventory
Fixed people facing away from the camera in tribe create (apparently Animator.Rebind resets root xform rotation?)
Fixed loading progress % not being clamped/reset
Fixed starting area campfire not being lit
Fixed human hair being weird
Set mood float to 0.6 so it looks happy(ish) in char create before they get stats
vm water bottle anim update
mesh tweak to stop seeing through neck of bottle
Lightpost_a Models/LODs
Added ladder to lightpost_a, removed previous bespoke ladder prefab
Adding final light fixtures - Models/LODs/COLs/Prefabs and textures
Fixed bad camera component cache in PlayerCamera (tribe create works on restart)
VisualFX NRE avoidance (entity destruction callbakc ensures we destroy the visual fx instance too)
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state
GameManager transition state coroutine cleanup/consolidation
Tribe tracker UI resets
WorldManager init refactoring
Scene unload in Session.Kill
Session no longer singleton
other bollocks
Automated Linux DS Build #486
Automated Windows Build #486
Automated Linux Build #486
Angle() can now accept only 1 argument, to match the Vector() global
Remove vehicle seat exit debugging
Added text to explain why you can't get out of that damn vehicle.
- A little bit of tidying on NetworkEntity - making it clear that the Connection/IsConnected is actually only set on the Server side.
- Some new car audio.
- Fixed up all warnings outside of BuildingSystem.
Automated Linux DS Build #485
Temp extra null checks, trying to catch a server issue
Automated Windows Build #485
Automated Linux Build #485
* game.GetTimeScale & game.GetSkillLevel will no longer try to return data without pushing it first