224,827 Commits over 3,714 Days - 2.52cph!
Add pivot postion to world entities (useful when you want to offset models relative to the entity position)
Added support for NavMeshModifierVolumes to DynamicNavMesh and MonumentNavMesh.
Started work on supporting door opening for NPCs while making sure Animals can't open them.
Styles
Merge branch 'master' of Facepunch.Api
Fixed commits lines
Reduce cache length
Hacked in TMPro_UGUI_Private.DoLateUpdate, which is set via UIWidget.OnValidate
Removed BaseEntity.IsInView property, now only set for units
Added EntityEx.InFrontOfCamera
Build fix
Updated BASS.DLL to 2.4.13.2-mp3free
Planet Landing Refactor
- Changed all planet landing to use the base Ship Interior.
- Fixed bug that didn't add probes to ship inventory collected from
planet sites.
TextMesh hack to avoid running LateUpdate for all the things ever
UIScreen active state toggles GraphicRaycaster.enabled
Simplied UI scene structure
Posssible beta signup error fix
Better exception handling
Hide deleted threads from norms
Renamed a few vars in NetworkEntity to match new version
Added NPC.GetCurrentSchedule
Latest Data
Better exception handling
Fixed GridManager not being properly reset between sessions
EntityManager now has a budgeted TickRoutine that handles bounds checks, grid position updates, destruction cleanup and calls into GridManager's influence update
Added Bass projects to the plugins folder.
Revert "Temporary workaround for chrome bug 781182"
This reverts commit 69f0f399e24738c79c00d0468701b56a35686c00.
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird
Fix PANEL.InvalidateChildren being always recursive (#1404)
Wether you passed true or false as an argument, PANEL.InvalidateChildren would've been called on the childs, which recurse.
Fixed starting brush colour not being set properly
Working on a default palette
Rolling back BaseProjectile to before goosey's changes
Trying to untangle merge / subtract garbage
Panel:NewAnimation easeout fix (#1328)
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Merged back in subtracted AI changes.
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save
Updated keylock phrases to reflect a key is no longer required
Phrases
Adapted craggy to test ragdolls.
Taming the ragdoll physics WIP
Using IBuildingUnitUser in building ownership. Removing character references. IBuildingUnitUser is now an interface on the owner PersistentPerson rather than the character since it's the person, and not their current character, that really owns a building.
Clciking resume doesn't reset the character controls. Removed.
Began updating Landing sites.
Updated nav mesh data to realtime. Started changing Level Blueprint to
move ship to each landing site. Reduces the amount of code
significantly.
shortened the delay time before bringing the shield up after swinging a sword.
Committing v_semi_pistol reload meta file since nobody else is
Show load times for all asset types
Merge from network_lerp_2