198,677 Commits over 4,140 Days - 2.00cph!
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
fixed hasShield animator warning spam
backup vehicle components temporary textures
Allow character types to have modified movement speed, or unlimited ammo
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl
Nav cleanup
Fixed TimeManager reset not resetting current game speed
modified ch47 pivot to be closer to center
boat work
Simplified Crafting component loading because PostLoad doesn't actually do what I thought
No longer sending references more than once in the same payload.
Stopped clients from trying to register the same entity twice.
Fixes bug with joining a game and a player is in a car.
Block TimeManager.Pause during skip to morning
player animator blendtree updates and poses
Fixed client reconnection bug, over subscribing to message handlers
Devs can craft all workshop skins if "unlock all items" is set in the editor
Added some item schema debug convars (autoschema, loadschema, printschema)
Fixed AnimatorParameterHolderEx.Set returning when the components parent Unit's view was culled
Reduced action chain log spam
Added serverlist.AddCurrentServerToFavorites(), CanAddServerToFavorites(), menustate only
Added Favorite this server button to the bottom bar of the main menu when you are on a server
Slightly adjusted alignment of text and icons on the bottom bar of the main menu
untested craft item persistence stuff
Fixed trace errors, needs testing
Fixed Unit.Navgation+Callbacks.OnPrimaryBehaviourEnded not listening to AgentBehaviourSlot.OnCompleted (was only listening to OnBreak)
Navigation.States.Pending now two states, NavigationPending, MovementPending
Navigation behaviour callback improvements
Got rid of force state argument
Fixed Navigation not calling SetState for all assignment
Navigation FSM enter/exit
Fixed Navigation.TickStateMachine not ticking state when new forced state was passed in
CraftItemProcess persistence WIP
quick go at a new unit cost generation algo
wip reworking of career generation stuff to allow for better balancing.
can now hold shift when clicking on create career (in editor) and it'll let you skip entering a team and manager name.
Fixed action chain logs being gated by additional flags
Fixed debug settings tab overriding ai debugger toggles
NRE logging fixes, ActionChain.Behaviour has CanBeNull attr
Added entity and entindex to the "Changing collision rules within a callback is likely to cause crashes!" error message
Added a bunch of conditional logging to ActionChain, gated by BeforeDebug.AI_ActionChainLogs
SmartObject.OnSmartBehaviourCompleted checks matching SmartSubscription.SmartObject