199,311 Commits over 4,140 Days - 2.01cph!
Fixed NRE when adding an upgrade
Bigger framerate boost from hiding characters
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Added IsActive checks to ConstructionState null checks
Various corpse data, editor util
BaseEntity persists parent references
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.
adding alleyways and buildings to hex prefabs, done 2, 3, 6, 9, 17
Building upgrade persistence WIP
Buildign upgrade persistence now seems to work
Entity component data copy editor util
Fixed hints videos not playing when you page through the UI
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
Modified NPC UI - Don't show level 3 and 4 drugs for now
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
Merging in changes to go in this week's release.
Fixed network group not updating when in vehicle
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Enabled occlusion culling on dx9 and glcore
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
another building shader bug fix, this time to stop the next item appearing before its time
Fixed NRE in DebugTools spawning
Made some items cheaper,
fixed map icons,
fixed item producer
Yet another ugly hack for TF2 map support - pl_cactuscanyon
Automated Linux Build #652
Automated Linux DS Build #652
Automated Windows Build #652
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
Fixed error in UnitPortraitManager when player has an animal selected in the editor
changed layers of all units to Enemy (needs renaming) and all Tiles to Tiles. More intro work. Camera layer switching
Safety in SensesComponentSystem.UnitCanPerceive
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds