199,294 Commits over 4,140 Days - 2.01cph!
changed bone names in basket
Can now enter any building
Fixed some issues with tutorial persistence and the objectives UI
UI animations work
Fixed potential NRE in AbilityCommandGenerationMethods.GiftItemsAbilityPlan when debug selecting a non-human Unit
Added tutorials.complete_all console commmand
Removed a lot of the vehicle spawns.
State components now get enabled/disabled in Enter() and Exit(). Look here first for any new bugs.
Added some trash to roads
Tutorial/Objectives fixes and cleanup
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
DataAsset name caching fixes (display, type, debug)
Cherrypick the Apex update
client server manifest
UI scene to maps bundle
Random other things.
Added half height walls (needs new models)
Adjusted building block order in the radial menu
Finally got Apex updated.
updating font stuff for speech bubble
removing useless speech bubble from the main scene
disabled round time in local games/ai
Added Building.GetDominatingBuildingPrivilege
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
Let's see if jenkins prefers it like this.
enabled gpu instancing on Crowd_Opponent.mat
added bulletproof glass window insert
Autonomous eating on stick.
tweak chat bubble size behavior