198,692 Commits over 4,140 Days - 2.00cph!
merge from vehicle_steering
Updated roof side model condition so only other roofs affect it
Conditional models refresh correctly when rotating a building block
Removed rotation hack from right hand side triangular walls
Added triangular wall conditional models when placed at a roof side
pivot changes on triangle walls (right-hand models)
merge from steering_animator
steamworks upload filtering
boat functionality and first pass polish
boat sounds
fixed NRE when removing Effects with exit actions
Panel:SetHTML supports refreshing
more fixes and attempting to avoid Effects NRE.
Item gathering for crafting should now account for items held in crafting station and in unit items.
Fixed some editor only stuff not being tagged as such.
adding missing font material
Progress on mountable scientists
wip mod slot/ update icon font
more SetDestination early exit fuckery
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
pivot changes on triangle walls
edited steering pose, added passenger pose, added pose to animator
Added CNavLadder.GetTop(),GetBottom(),GetWidth()
Removed occluder meshes from roof prefabs (unused)
Merge from roof_building_blocks
added error message when trying to equip a mod to a unit that fails the requirements check (can't see it as global message is hidden by career UI atm)
Implemented mod ranks 1-3
Don't spawn bradley while still loading
Imposter is IClientComponent
Halved vehicle modules texture sizes
backup vehicle components temporary textures end
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
WIP status effects on NPC's
team unit point budget wip
Talent available alert in the inventory is more obvious.
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
More checks to stop 0 damage combat logs appearing
Random uncommited prefabs apparently.