223,459 Commits over 3,684 Days - 2.53cph!
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.
Added a continue widget to the main menu
Fixed not being able to access fleet
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
What's New info
Disabled inventory and research entitlements + all item rewards
Potentially fixed a stove serialisation issue
Backdrop dock stuff
Shield orientation stuff.
Target healthbars visible at a proper distance.
Visibilty on planet land and orbit.
Cars run at the right speed again, but with some physics issues. Going to tweak things.
More flexible Scientist spawns.
Missed one distance to sqr distance convertion
Slight improvement to scientist reload on spawn
Added SmoothQuaternion (for spectating view angles)
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
Spectate fix, Gameover screen showing during load fix, escape menu cleanup
Fixed consume from cooked corpse playing eat anim before picking up meat
Moved editor shader globals update to WorldManager
Fixed container attachment points array being empty
Fixed Container not being initialized by Stockpile or ItemContainer
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
updating team logo stuff (still not working but not breaking anything ~)
tweak career UI (scroll view speed etc)
Added GameOverReason value to UI when the game is er... over
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
Different highlight colours for pickups/buttons, fixed highlight breaking on level transition
Fixed coins not spinning
Button from playground to intro
Experiment, pause and spectate player that pressed the button
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
fixed equipping items from containers
DepositEntity Machine mode now requires MachineProcess read from blackboard
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing
Smarter button auto release
updated crafting table asset to use AP_xx naming convention
Outline effect shit
Better networkstate prediction
Fixed a bug in which unlocks with a necessity requirement would get unlocked even if the mode wasn't necessity fulfillment.
Removed some unnecessary calls to Unlock method.
Progression data changes.