256,557 Commits over 4,018 Days - 2.66cph!
Lots of little mix tweaks and sound polish
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
behaviour loop branching
more laserunit attacks
New south road
Various other things
Merge nav_generate from upstream
CNavMesh::SampleStep won't return as completed until all walkable seeds have been visited
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