243,189 Commits over 3,898 Days - 2.60cph!
Automated Linux DS Build #644
Automated Linux Build #644
Some groundwork for .properties support in addons
Automated Windows Build #643
Automated Windows Build #642
Encode instance position offset into texcoord1 on batched meshes
Fixed viewmodel bob looking odd (from the optimizations)
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binoculars viewmodel / worldmodel prefabs
binoculars fbx changes, LODS & fuzz
squad editor unit placement now checks map file for valid placement data
multi map squad editing wip
Fixed some AI designer issues (not grabbing blackboard writes from all DSE elements in the behaviour chain editor).
Added help box explanation of behaviour chain injector elements/modes
DespositItem action has target validation modes (container, building, machine)
Added DataAsset.CustomCategory string field for additional editor menu/dropdown groupings
Deposit cleanup, deleted old DepositToBuilding Action asset
Bunker room prop placement update
Industrial fixtures / vents
Buildings now use Deposit To Building From Intention.
Fixed player's deposit goal plan for human building ai.
Removed old DepositToBuildingSettings.
Deposit to Building from Intention now use the new Building Requirement intention.
Added new interaction intention generation method for building requirements
Added intention generation help text boxes to InteractionSettingsEditor
added a BoardViewController state for squad/map editor controller states to build off
DepositItemSettings optimisation
Double barrel shotgun world model re-creation
Fixed issues with shader animation for building construction and campfire
greybox material mapping on structures
progress
progress
launch_site floodlights greybox
added version checking to formation files
added default formation Formation to Board protobuf
Added FX for NPCs receiving welfare
Pedestrian NPCs no longer drop their items on death
Oops, don't comment out Bill's code.
Cleaned up all warnings outside of the building system
Fixing some stuff that was broken in CLIENT or SERVER modes from the meth_cooking branch. Leaving OnInteract in ItemContainerEntity broken as it's more complex to fix.
Created a unified inventory access to treat multiple inventories as one. Unified IItemRequestReceiver all into the base Character class except for the shop hack.