224,595 Commits over 3,714 Days - 2.52cph!
Fixed skeletal mesh material and visible sections replication
Logging to attempt to catch NRE in Wearables loading
Made game options screen accessible from the in-game options (escape) menu
Fully integrated the new payphone model
checking in broken grabber damage code for later
dagger, big sword, new ai, bug fixes, more varied loot spawn, etc.
Fixes for menu buttons stopping standalone games working
Entity manager now subscribes GameInstance to all new entities OnTagChange callback
Viewmodel source update to latest rig
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Add a sync context and scheduler for UE4's game thread, should let us use async
Remove crimes from criminal
Actually fixed BEFORE-828
Experimenting with a loading progress system
Merged in terrain texturing edit-mode verbosity mitigation
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Fixed start game button not working in Tribe create UI after quitting to menu and starting a new game
Effects with removal actions but no adding actions should now work correctly
Crimes shoud now get serialized and show in the crime log UI
Added the exit action back and added an enter action
temporarily removed exit action chain from Worn Out effect in order to work around a bug
Let's null the Unit when resetting Effects
Moar effects logging and change of execution order so the removal event actually triggers after removal
Tool viewmodel position/scale fuckery
Boilerplate bot command system
Bot commands + actions progress
Misc
Merge branch 'master' into Ian
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Can now log profile samples to the console for things that load on Awake
Scene stuff
Softer, more natural lighting test
more laser stuff
form 2 lasers
tweaked how bullets get removed
laser skull circle attack
laser inactive when their pixelgroup anchor is destroyed