201,435 Commits over 4,171 Days - 2.01cph!
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
updating amplify shader
more wip logo stuff /adding shader
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
fix for AI advance-move not ignoring tilefall tiles
reverting burner material
TriggerSettingsWrapper cleans events on session change
GroupNecessities OnHour hookup
Fixed potential NRE related to combat activity data
added force complete button to GroupNecessities debug
Quiver has pick up & equip interaction
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.
Spawn points work again + some other work.
Change load order so city stuff that's spawning can use the managers.
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Updated TTT to its latest version
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Military tunnels entrance lighting volume fix
Start combat activity no longer pauses the game
Role counts widget, UI tweaks
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Fixed selected unit widgets activation order causing some fuckery
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
Fixed roles widget showing incorrect counts
Potential fix for "_MainTex" UI error when opening map
Disabled pause on notify entirely
Fixed OnViewModeChanged NRE
Disabled auto-load of last save
Enabled player death database again
Fixed entityComponent.InternalOnDestroy not being called
Potential fix for another "_MainTex" UI error