255,019 Commits over 3,990 Days - 2.66cph!
Manifest
Inventory alignment fixes.
Loot panels for the chests.
Crafting FX and recipe work.
Stripped keyboard navigation out of the crafting menu, to stop unwanted actions.
Organizing more deployables.
Manifest.
Crafting finish sounds.
lerp mouse alt fire
fixed mine 2nd form not attacking
fixed satellite prereqs
round music timescale near 1f, speed up timescale when ffw replay
Organizing the deployables wip
Proxy players don't need inventory at all, only server and owner do. But at the moment it all gets synced anyway. Working on removing that. Code structure for things on server and owner client but NOT proxy sucks too. Maybe I can do something about that.
Units no longer play the getup animation when seen in the unit portrait manager
Category crash fix
Furnace & campfire loot panels
Item edits
UI code stuff
Last gang member clears correctly when they leave and the gang disbands
Floating health bar population now happens via an event delegate
Added an OnHealthModified event to CharacterBase
Floating Health Bar now just subscribes to that
Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
Disable What's New screen again for now
Added map editor crosshair, visible when moving camera
Model creation bullshit
Merge branch 'master' of SandboxGame
Added BaseHud.OnMouseButton so map editor can lock/unlock mouse on middle mouse button
Fixed kickid with SteamIDs appending a space to kick reason
Stop fire effect from lingering in a slot if you dragged the burning item to a new slot.
Hooked progress bar up to CraftingQueue.Icon prefab
Added slots to blueprint for cancel and finish effects.
Moved start effect to proper place in ItemCrafter.
Various UI campfire & cooking related stuff.
Added SkyLightEntity.LightLowerHemisphere so map editor can be lit by skylight underneath.
Added map editor grid.
Fixed Swimming flag.
Swimming and Dancing now provide entertainment.
Added SetFaceTextureUVBasis (would be used for aligning face uv to camera)
Added texture mapping modifers (offset, scale, rotate) and material changing to editable meshes
More tweaks to idle AI.
Made Social Need have its own corresponding Vital that isn't Mood.
Added Entertainment/Fun Need stats (not used yet).
Generate "error" texture for texture cube to figure out what pixels it needs in each slice
Remove C++ map builder and model viewer
reworked some stuff with pixelgroup sprite/core colors
merge from options branch
tweaked tentacle
removed default pixelgroup hp
removed unused octopus patterns and added shoot effects
Debug draw half edge mesh structure
Editable mesh flat vertex normal gen
Editable mesh face offsetting
Remove unused half edge mesh lib
Use Debug.Mesh for now to show editable mesh triangulation
Editable mesh face extruding
started working on new jumping system