197,738 Commits over 4,140 Days - 1.99cph!
added grass to presapwned items and crafting table
Fixed reflections, added notes
remade crafting view model
moved the AP s on craftin table
Added ContainerParameters.DisableTriggersOnDeposit option
Fixed ItemContainerParameters Editor.
Container now uses one list of entities and item types that can be defined as being a whitelist or blacklist.
Added reflection probe extension (wip)
ticked parent on deposit, zero on deposit, use attachment poitns
DataBrowserTab destroys old editors
Fixed drag selection eating clicks
Fixed LMB not clearing selection
Biome controls water color
Drag selection fuckery
Server build seems to work now
Fixed container.MaxEntities being 0
Actually fixed UIElement.Hide animate skip not disabling the component
ContainerParameters.OnValidate calculates the max entity count if there are any max entity counts defined
Container defines its own MaxEntities value, uses attachment point count when container is set to use them
Re-enabled collaborations navmesh agent update toggles
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Fixed UIElement.Hide without animation not disabling the component
Fixed UIElement.enabled being set before the state tweener had finished
Building construction logging added to debug window.
Excluded a bunch of prefabs from being navmesh considered.
TOD long/lat is in Newport
update logo stuff and career UI
Didn't mean to change tick rate
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
Scene spawns & some tweaks.
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
Metabolism spell test.
Manifest.
Spellcasting bool for weapons.
Flagged the staves.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Shield orientation stuff.
Target healthbars visible at a proper distance.