224,671 Commits over 3,714 Days - 2.52cph!
Patched postprocess stack v2 to work with -warnaserr
basic implementation of clicking inventory mod slots to equip them (need to do UI refreshing still).
CareerUnitMods will no longer alow adding of more mods than the unit has mod slots.
Detail overlay UI no longer blocks raycasts
fixed bug where one section of player trail would be double drawn
fix player radius being wrong size
player hitbox uses core controller
fixed bug with stopping planet wander timer
polished player core
Tab overlay UI is now toggled, shows building details
Standardised a bunch of UI element positioning code
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
2018.1.0b9
Use postprocess from package manager
Container registration WIP
Better domain override
Rust domain style fixes
Header design
Fixed animals getting stuck in water / along the shoreline.
more modslot clicking actions/setup
tweak editor wireframe rendering
frogger
Merge branch 'master' of github.com:Facepunch/Tub
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mod slots are now clickable buttons, init takes an action
UIUnitModSlots listens for clicks
crafting table update with small rock renderer for seb
Improved WiseGuysTools mode selection interface
Added client file cache corruption detection (+ automatic resolution)
idle AI tweaks.
Added next winning GPV button to debugger.
Launcher attack LOS change.
Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
Made combat logs event serializable
When a combat event is triggered it is now sent to the owning player client
When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
Character type/role refactor with a view to supporting game modes. Character types can now be defined as individual ScriptableObjects (see the new Resources/character/character.types folder), with no limit on the number of configurations. These will then be assigned to Game Mode objects as NPC types to spawn, or player spawn types. Starting inventory can be customised as well.
Exposed status effect procs on BaseMelee
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though)
Also increased distance tolerance for looting from 4 units to 8
Fixed equipment and worn items not appearing when looting another player
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion
Minor fireball now applies Poison5-30 (for demo purposes)
Fix spring arm camera incorrectly updating for 1 frame after switching to it
Fixed player movement not fully being disabled during a stun
Also fixed gravity not being applied during a stun
Attach spring arm camera to barrel to avoid jittery movement
New Thread threadicon tweaks
Turn off auto active camera bullshit so setting view target on possess doesn't get reset
added first pass work experience scene
Barrel detonate countdown
Broadcast taunt number so everyone can hear the same taunt
Oak trees / meshes / textures / LOD's / prefabs
Merge in all Bill Ford's fixes