193,473 Commits over 4,079 Days - 1.98cph!
Minor UnitView update tweaks, removed debug logs
Roles cleanup, UI WIP
UnitView.LateUpdate simplified return conditions
added lock socket, skinnable asset
▍█▊▇▍▊ ▄▅▉ ▌▆▌ ▌▅ ▅▉▅▄ ▉█▇█
!▌▌▅▊▉ ▌▆█ ▇▇█▆ ▅▅█▍█▌ ▍▋ ▌▊▆▌▉█
garage door prefab and item definition
LODs, Gibs, Textures
AI modules can specify role parameters, DSE will apply role scoring for modules
More behaviour description stuff
Fixed deferred mesh decal perf in editor
gang textures updated w/ mats
GPV now holds a description
Barbeque can no longer be placed in monuments
Barbeque no longer clip through walls
GoalPlan/GPV description keywords support, editor display
Added active behaviour keyword
Keywords util improvements, cleanup tool
Cleaned a bunch of descriptions to use new keyword syntax
Fixed ItemSpawner NRE
Rebaked testbox_hunting navmesh
Fists and phone don't get dropped on death
Better animal rotation when fleeing.
walk look animation simplification
customisation button now says Cusotmise, added new item highlight to button
added cancel button to friends list challenge
more wip vs friends
tweak item UI
tweak hat size/icon
update menu ui, friend list UI
update icon font, update hat material
Gang clothing visuals fully working
Switched GiftItem action to a CommandGenerator so the player gets specific options ("Gift Stone Axe") instead of the vague Gift Item (Gift Item) option they had before
Fixed menu initialising with Washed Up game mode but Lost and Found map selection
Adding facility to spawn players with the clothing of their chosen gang. Need to reorder some code to make it actually set as currently players are spawned before their gang info is deserialized.
Minor fix for highlight effect
ui fix time warning anim
tweak menu/ adding promotion toast
Scenario editor progress
Fixed player camera modules being initialized twice
Fixed CloudsOfWar objects in scene not un-subscribing from OnGameReady if the event was never fired (e.g. session was edit mode)