201,991 Commits over 4,171 Days - 2.02cph!
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* Added Entity.GetFlexIDByName( str ) -> id
* render.Pop functions will no longer crash the game when underflowed
* Burning props no longer ignite their gibs when destroyed
* Enabled full episodic behaviour on HL2 Hunter Chopper
Automated Linux Build #483
Fixed door animation snapping with pool.mode set to 2
Fixed unit views not being correctly picked based on age + gender, simplified a bunch of related code
Lots of UI refactoring
More persistence refactoring, with better saving
tweaked the flashlight offset on the semi_auto pistol viewmodel
Delete player prefs that store last gamemode/session save name when the files have been deleted
Automated Windows Build #483
Aluminum roof texture set
Warehouses models/LODs/COLs/Prefab update
PointerClickTweener/PointHoverTweener respect selectable component interactable state
Fixed menu buttons having bad tween states
Fixed IntroUI not being mangaed properly and thus blocking raycasts in the wrong game states
Ditched StartupUI in favor of the new unity splash shizzle
Automated Linux DS Build #483
Editor tags in IEntity, ECS member overrides (were hiding base singleton members)
Updated NavMeshComponents
New 5.5.xNavMeshBuild
Fixed blank save name files when saving ingame, in editor, with no previous save being defined
Removed some old startup stuff from GameManager
Fixed rare and random building LOD flickering with pool.mode set to 2
Fixed pause not using the correct screen
fix for junkpiles not despawning half inside player bases
Moved tweening to plugins
another potential fix for empty boxes
barrels drop 3x as much wood, and drop metal frags instead of 1x crude
potential fix for weird shadows from viewmodel when using flashlight
water bottle now has a gross dirty water viewmodel and can be filled
can no longer action-drink from water bottles or bota bags - must equip
updated item descriptions of water containers to specify their usage
phrases
protocol++
Collaborations persistence WIP
GameModes now use definition assets, provides session instance
Introduced IGroup to allow for better persistence data support via generics
Entity names are properly saved
Snapshot fuckery
Version++
Fixed bad tribe create music trigger
Attempting to fix the camera flicker on game laod
Bullet flyby playback improvements + sound tweaks
Fixed occlusion weirdness on a few sounds
Fix some weapons playing 3rd person reload sounds on deploy
Tiny bit of misc sound polish
toggled use vertex R on rabbit dens again for better shading
Let's make Proto happy and give PersistedCollaborationRequest a default constructor.
vm water bottle prefab update
reduced water bottle deploy time
fixed silencer icon showing overtop of revolver icon
Fixed client side socket handles sometimes not destroying
Added pooling to client side lock entities
backing up script to help with building creation
food gives very little to no water
bota bag cheaper again
can no longer drink salt water directly from ocean (gives warning)
drink option more easily visible when aiming at streams or lakes
updated techparts/tarp icon
metal frags drop less frequently than wood in barrels
lowered metal frag amount
phrases
vm water bottle anim updates
fixed repair bench consuming components anyway