224,803 Commits over 3,714 Days - 2.52cph!
Got interaction with dropped world items working correctly
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit)
This should fix animals getting stuck if they are bumped while facing taget
Fixed a couple of load/session change issues
Fixed building upgrades not appearing in child radial menus
Go through managed component to set entity location
Add sweep options to SetActorLocation so moving actors can trigger overlaps
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
Start on crossbow, not finished
Fixed crafting list going out of bounds with lots of recipes
Better icon quality
Show current total cash in HUD
Custom ammo pickup notifications
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!)
Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
Event driven music can optionally play only once per session (start game music)
Add a slight delay to grenade damage explosions so chain reactions don't explode instantly
Don't shake player if it's pending destroy
Show tooltip on item hover in inventory ui
Run mip map resize in tasks, bump up mip map level to 5.
separated eyes into more files for animation
new tentacle monster files
Fixed bad merge with UIInventoryMenu
fixed bradley loot table giving way too much
set movement layer to 0 weight in animator, (should have been set in code?)
Npcs should wait for dynamic navmesh to finish baking before attempting to spawn on a valid navmesh.
Crafting & Building windows show "unread" status icons on list elements
Fixed map transition fog displaying wrong values
set turn layer to 0 when is look at is not being called
bradley health doubled
bradley loot tables modified - won't drop explosives
bradley turret aim adjusted - coax is way more accurate
bradley coax damage slightly lowered
turn off turn layer if not 0 when unit anim code gets lodded
Removed unneeded stuff from BlueprintCategoryButton
Toggle group instead of buttons on crafting screen.
Bandages, Mp5, Python, Sal Axe, Sal, Hammer, Sal Icepick, Sal sword - Updated to latest rig and added new arms
Semi auto rifle fbx revert