198,789 Commits over 4,140 Days - 2.00cph!
Fixed decor NRE with pool mode 2
Only driver gets to drive!
Players get a vehicle control "item" when entering a vehicle that lets them control it when selected. Still in progress.
Added role gain to some cooking interactions for testing purposes
Added some missing Profiler.EndSample in PlayerModel
Automated Linux DS Build #474
Automated Windows Build #474
Automated Linux Build #474
Restored the d1_trainstation_05 hack to the plugs
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
some kind of attempt at code to make the corpse meat chunks dissapear when used
Automated Linux DS Build #473
Removed ExternalAssets folder, which contained the projects for GameSaveData.
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Automated Windows Build #473
Removed last pieces of GameSaveData namespace from our code.
Adding units to buildings
meta file changes for some ase samples
trying to make deer show how many bits of meat are left on them
Automated Linux Build #473
* Moved SRCDS workshop files to cache/srcds/id.gma, from addons/ds_id.gma
* Added a little bit better error message to the "bad jpeg icon" of GMPublish
! Get rid of some unnecessary workshop related files and classes
* Moved Subscription list and Workshop thumbs up counter to ISteamUGC
* Only display warnings about unused .gmas when there are such .gmas
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
removed erroneous naming on hex prefabs (7c changed to 7 etc)
created new prefabs for ones that were missing, 4, 19, 20.. and added startpoints to all for pathfinding
split bridge road and road side on hex 10, 11, 12, 13 and re-exported
created new prefabs for 10, 11, 12, 13
Saved over city 2 with city 1 ready to build city out of prefabs
Commenting out steamworks init because we dont really need it right now
latest amplify shader editor
Enabled graphics jobs (testing)
started persistence cleanup
base setup of sessions (integration with game manager pending)
Fixed sensor issue
Added tunnel prefabs