224,795 Commits over 3,714 Days - 2.52cph!
Fixed IOOR bug in NavMesh Grid.
Weekend ai experiment.
steam.achievements
steam.stats
Don't StoreStats achievement on trigger if already unlocked
Refresh achievements on startup
Added Achievments.OnAchievementStateChanged
Check GameId on achievement callbacks
OnAchievementStateChanged nicer
working on train tracks steps
Fix for when map not available
Always tick pose and refresh bones
TTT: remove old arg from hook call
Might want to pass basespeed to this hook instead, leaving it like this for now.
Added a null check to AudioManager pooling process to prevent the errors when loading a game (this might not fix the root cause of the issue)
Fixed UIUtility not correctly using MaxBoundsY on unit (MaxBoundsY is a local offset, it was being used a world space Y coordinate)
Above change fixes enemy widgets and conversation widgets
Switched PartyOverlayWidget to use UIUtility now that MaxBoundsY calculation is working
Fixed a case where conversation widgets would start erroring out if a game was loaded while the current game had a conversation in progress
Fixed not being able to see hint widgets in editor (use the editor preference to disable them, they were being disabled regardless)
Fixed and adjusted the 3d preview settings for several buildings (particularly small hut)
Trace ground client side so players have a valid ground to play footsteps from
Fix bot eye angles (can't use control rotation because bots don't have a controller)
Fix movement input not going in the direction of the player
Cleaned up movement input and eyeAngles so bots can also set them
Hair option tooltips are no longer zero-indexed
Run bot movement server side
Basic fix for any calls to IsHumanOwner while NetworkUser is null.
Proper graveyard prefabs.
Make bots run forward to test footstep sounds
Enabled sound attenuation by default. Add PlaySound2D binding. Attenuate non local footsteps. Broadcast player jump sounds.
Changing selected tribe member in tribe creation UI now closes the open toggle group
Fixed delegates not being cleared on tribe create buttons and causing hover states being processed for multiple units at a time
When not looting a container, right-click in inventory switched items between main inventory and belt (if there's room).
Replaced using EventTrigger for buttons sounds with a new ButtonSound component
EventTrigger consumes all ui events, so it blocks scroll views working (explains bad scrolling on craft+build screens)
Added a Clear Blackboard Desire ability and hooked it up to the Clear Desire goal plan (should stop empty goal plan messages, pretty sure this is what this goal plan was meant to do)
Fixed in-progress building upgrades not loading successfully
Added fake indirect reflection shadowing for pixels receiving primary light shadow
Only upload master branch to Steam, slackSend build errors
Merge branch 'master' of github.com:Facepunch/SandboxGame
Made bouncy balls bouncier
Revert "Parallelize client/server build"
This reverts commit 87751bbad75abb35b84e0963697710082e1e6841.
Parallelize client/server build
Fixed hitch when opening radial menu
Camera module FOV changes
Reduced rock smash time
Post tweaks
Fixed rust/std terrain blend shader black detail occlusion
Material sprite rendering
added railway bridge prefab segments and fixed materials
Added IsAttachedTo and GetParentOfType to BaseEntity. Fixed #88, Fixed #87, Fixed #81.
removed hold to move for now
Added terrain material reference mini-islands to TestLevel