223,523 Commits over 3,684 Days - 2.53cph!
Optimization - Top tier merging internal and external models into one call
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
Networked level adding
Ingame chat
Icons
Use default material for icons
Show player names
Made it easier to avoid repetition in localisation strings
Options menu animates when opening
Warning shows for leaderboard entries without replays
Fixed exception when trying to watch a non-existant replay
CareerTeamDatabase now assigns team kit IDs at career creation.
CareerTeam now has a KitID and serializes it with saves.
Career matches now apply kits.
Fixed activity notification UI colors
Added portraits to activity notifications created by units
Portrait clone creation resets all animator parameters to their default values
Added config data for desire icons
ActivityData can override icon
ActivityData can override icon color
Fixed NRE in food target navigation.
More AI Behaviour.
Translation.Get(key) now trims '#'s
Non-complete leaderboard entries are more noticably tinted
Powerup names now use localisation
Now using localisation for the tutorial text
wip team kit stuff: proto/networking/local
Optimization - Twig tier merging internal and external models into one call
Optimization - Wood log tier rework - closing off holes in walls
merging internal and external models into one call
1st pass admires (added to existing _anim files)
Admire animations - adding more to DB - 1st Pass
career mode squad editor NRE fixes.
can now press TAB to switch between current and previous career mode tabs.
Facepunch key + passenger ai load balancing
All doors, wall frame inserts, ceiling frame inserts and barricades require upkeep (test, numbers all preliminary)
Can now select leaderboard entries again
Disabled scrolling arrows while downloading a replay
Leaderboard scroll arrows pulse when scrolling
Fixed top / bottom leaderboard entries overlapping with scroll arrows
Any entity can add upkeep using the upkeep prefab attribute component
next player fixture gets cleared after it's played (before the next week is started).
career mode squad editor loads into the correct map for the upcoming match.
Fixed deployables not decaying
WIP kit color and color distance stuff
Fixtures generator now assigns map ids to player fixtures.
CareerController passes map id to career matches.
Smoothed out query for AI dormant agency
more squad editor career integration.
added mapID to LeagueFixture/protobuf, serialize it.
Rename SetAnimationSequence to PlayAnimation
TTT: fix Poltergeist recharge resetting when dropped
Fix bug allowing players to bypass recharge if they drop the weapon and pick it back up.
SkeletalMeshEntity.AddAnimation helper func
Removed all C++ runtime asset cache shit
Use managed skeletal mesh and animation loaders
started integrating squad editor into career mode
Support skeletal mesh section visibility and material by section name
Balance tweaks
More staff stuff and fixes
Can now build while a ship is travelling
career welcome screen now only shows when creating a new career, not after loading.
CareerController now auto hides career UI root before loading/creating a career and shows it again after.
Advance button now correctly reflects saved week step after loading a career.
renamed nickname headers in UI
compile fix for outside_range_dist on client
Merge in the latest from Main
Working on a PersistentPlayer system that's separate from NetworkUser, with the intention of later being able to support AI bot players.
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers