198,786 Commits over 4,140 Days - 2.00cph!
Fixed motion vectors on attack prefab
Added extra info to "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer" error
Fixed IMesh.BuildFromTriangles always counting one too many vertices
Fixed a crash issue with Global.Mesh when given a material with vertex format 0, now prints a warning and assumes no material set
Fixed stack traces missing in protected calls
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Remove the "PID" text from window title with -multirun so the PID number fits in the task bar
Added slots7-0 to Options menu
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Serialize initial state and correctly show it when opening designer.
Fixed pookie bear raid towers
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Fixed pookie bear ground watch
Pookie bear can now be placed on deployables
Workcart Mesh update
separated out the glass for damage pass
updated prefab
Added an allowed binds to NeedsKeyboard component to selectively allow a specific bind to still be polled
Push to talk setting should now be respected when using a telephone
Initial setup for train better collision handling
Refactored train collisions trigger, working on improving train collision physics forces
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Enabled Xmas events
xmassrefill
xmass tree default + craft
Switched airdrop event prefab
Speed calculation fix + throttle adjust
Fix near desired speed calculation
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Comment notes and a minor change to train audio
Replaced wood pickup model
Dead logs max file update
updated sitem for movember
Snow Machine requires building privilege to access fuel container
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Fixed compile errors & a warning
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Passive sled trail VFX on movement
Added support for \ and \n to .properties
Added ProcessID to game's title if -multirun is set (windows only)
Impact prefab & related.
PFX scene cleanup.
Making sure that renderers are not enabled until the entire group is fully loaded in. Some benchmarking stuff...
Impact gibbing & iterations
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