200,682 Commits over 4,171 Days - 2.00cph!
More checks to stop 0 damage combat logs appearing
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
Talent available alert in the inventory is more obvious.
team unit point budget wip
WIP status effects on NPC's
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
backup vehicle components temporary textures end
Halved vehicle modules texture sizes
Imposter is IClientComponent
Don't spawn bradley while still loading
Implemented mod ranks 1-3
added error message when trying to equip a mod to a unit that fails the requirements check (can't see it as global message is hidden by career UI atm)
Merge from roof_building_blocks
Removed occluder meshes from roof prefabs (unused)
Added CNavLadder.GetTop(),GetBottom(),GetWidth()
edited steering pose, added passenger pose, added pose to animator
pivot changes on triangle walls
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
more SetDestination early exit fuckery
wip mod slot/ update icon font
Progress on mountable scientists
adding missing font material
Item gathering for crafting should now account for items held in crafting station and in unit items.
Fixed some editor only stuff not being tagged as such.
more fixes and attempting to avoid Effects NRE.
Panel:SetHTML supports refreshing
fixed NRE when removing Effects with exit actions
boat functionality and first pass polish
boat sounds
steamworks upload filtering
merge from steering_animator
pivot changes on triangle walls (right-hand models)
Added triangular wall conditional models when placed at a roof side
Removed rotation hack from right hand side triangular walls
Conditional models refresh correctly when rotating a building block
Updated roof side model condition so only other roofs affect it
merge from vehicle_steering