201,593 Commits over 4,171 Days - 2.01cph!
Automated Windows Build #454
Automated Linux DS Build #454
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Names config, wearable condition fix
Shops now work again (IItemRequestReceiver)
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
In-vehicle state changing work
Fixed issues with vehicle going between active/inactive states
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.
Consume from dispenser now looks slightly better, but still not perfect.
Play on break for the off animation allow us put it after Consume One, and it looks much better.
TribeMemberActivityTrigger tweak
Energy Consideration curve tweak
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
Fixed Rock skin
Fixed not running culling client/server only components properly (untested)
Fixed Water Purifier skin
converted crafting, hammering and chopping triggers to bools
Fixed uncompressed normals wrong green
Added ActiveBehaviourConditionSettings
Fixed NRE when editing item
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Debug tools hook into player controller deselection, too.
Added AIManager.DebugLoggingEnabled
Renamed trigger anim actions to match their new param types (bool)
Pause editor when Steam initialization failed
Warehouses greybox models and prefabs
Folder cleanup old crap warehouse until replacement
Can now centre or find nearest edge for control points
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
SteamInventory json generation
Improved Scene2Prefab preprocessing
Fixed power substation scenes missing SceneToPrefab tag
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
Human - Movement Mode should probably be set to Movement Management DM type.
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.