199,995 Commits over 4,140 Days - 2.01cph!
more combat system stuff
hardcoded an idea to test out
unpacked all; minor partial PM correction needed for HQN
Added "authtimeout" convar (default = 10 seconds)
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
Disabled flare coverage queries on OSX; fallback to using rays
Switched to storing the collision points in local space
Reduced distance fog / aerial perspective density at daytime / dusk / dawn by 25-50%
Making modifications to interactables to allow for multiple actions.
fixed command point bug with combat chains, fixed grabbers
game mode tweaks.
grouping for BaseEntitySettings AssetMenu.
Database Get doesn't care about paths dictionary now.
Making sure main coverage queries component is disabled on osx
Generate collision for multiple floors
reverted Database.cs which was inexplicably crashing the editor
added TODO for loading change I want to make without crashing the everything
Minor BaseAssetEditor tweak
Let's cache the entities array in UnlockDefinitionEditor
UnlockDefinitionEditor cleanup
game custom unlocks will now be locked at the start
Cherry picked packing processor changes
Various activity subscription now using generated enums
Pawn shop transaction work
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Pawn shop UI work, and removed public access to separate character inventories. Makes it clearer that the unified inventory is almost always the one you want to reference, and if not you can make a special method to call in Character.
Fixed attachment animator bools/positions for deer
Tweaked attachment position for carrying logs
Fixed partial map support for HQN path
Fixed corpses not getting their isCarried animator state properly set when loading the game
TiledSurface stuff all working ?!
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
Custom unlock triggers are now working.
Game Modes define which tutorials will be displayed.
Added a time trigger which triggers after a certain amount of time.
Adjusted ladder movement and slowed down climbing up speed
Fixed a couple of NREs that drug zones were throwing in this branch
Ladder LODs, and switch ladder code orientation to match the ladder model.
Fixed corpse nav mesh agents being turned on when attached to a spit
Fixed being able to pick up a unit that is already held
chimney and ladder updated