224,765 Commits over 3,714 Days - 2.52cph!
Fixed ordering issue on vehicle exit, which causes item icons to not update correctly
reserach bench only accepts scrap
redid research bench ui
sell order 'out of stock' displays as grey instead of red
display workbench requirements when researching item
A lot of changes here, but the main task completed is that a character's UnifiedInventory now only resides in the owner client and server, and not in the proxy.
Brightened night-time, fixed ai not dropping keys
Finished two-sided foliage brdf w/ translucency
Fixed reflections in core shader set
Cleaned up gbuffer encoding backend
Corpses should now drop embedded projectiles when they are skinned
hide cursor when switching to controller
Added a go to previous module change button in the ai debugger
made free mouse aiming the default
Fixed normal octa encoding for transmission surfaces; touched affected shaders
few more things
everything should be hooked up again
Resized animal bounds.
Npc aiming work.
Stat types enum generator
Various human module scoring tweaks
pause after victory to prevent sfx ear rape
Separated movement and action in Animal AI.
Removed bad BuildingDesire.Save override
AI designer bits
Loads of models, all UV's Done and mats. Did it through Source control in UE4 too...OWWWWWW GET HER.
moved all equip logic to character base, a lot of clean up, still more to go
Fixed water drinking interaction sometimes not showing
Fix for fuse stage divergence
Divergence diagnostic improvements
Gang buildings are no longer spawned randomly.
started reworking some interaction stuff
AI designer tab persistence, polish and bug fixes
Subtracting player models
wip elo / division / league stuff
Gang hq. Gang buildings will spawn differently.
Reduced resolution of some terrain maps
Improved world serialization
Fixed DFileBrowser not working with root/empty base directory.
update to sal cleaver controller
Fixed an error with PR#1370
Cherrypicking only player model changes (may be temporary)