198,738 Commits over 4,140 Days - 2.00cph!
Added pooling to client side lock entities
Fixed client side socket handles sometimes not destroying
reduced water bottle deploy time
fixed silencer icon showing overtop of revolver icon
vm water bottle prefab update
Let's make Proto happy and give PersistedCollaborationRequest a default constructor.
toggled use vertex R on rabbit dens again for better shading
Bullet flyby playback improvements + sound tweaks
Fixed occlusion weirdness on a few sounds
Fix some weapons playing 3rd person reload sounds on deploy
Tiny bit of misc sound polish
Attempting to fix the camera flicker on game laod
Fixed bad tribe create music trigger
GameModes now use definition assets, provides session instance
Introduced IGroup to allow for better persistence data support via generics
Entity names are properly saved
Snapshot fuckery
Version++
Collaborations persistence WIP
water bottle now has a gross dirty water viewmodel and can be filled
can no longer action-drink from water bottles or bota bags - must equip
updated item descriptions of water containers to specify their usage
phrases
protocol++
another potential fix for empty boxes
barrels drop 3x as much wood, and drop metal frags instead of 1x crude
potential fix for weird shadows from viewmodel when using flashlight
Moved tweening to plugins
fix for junkpiles not despawning half inside player bases
Fixed pause not using the correct screen
Fixed rare and random building LOD flickering with pool.mode set to 2
Removed some old startup stuff from GameManager
Fixed blank save name files when saving ingame, in editor, with no previous save being defined
Editor tags in IEntity, ECS member overrides (were hiding base singleton members)
Updated NavMeshComponents
New 5.5.xNavMeshBuild
Automated Linux DS Build #483
Ditched StartupUI in favor of the new unity splash shizzle
PointerClickTweener/PointHoverTweener respect selectable component interactable state
Fixed menu buttons having bad tween states
Fixed IntroUI not being mangaed properly and thus blocking raycasts in the wrong game states
Aluminum roof texture set
Warehouses models/LODs/COLs/Prefab update
Automated Windows Build #483
Delete player prefs that store last gamemode/session save name when the files have been deleted
tweaked the flashlight offset on the semi_auto pistol viewmodel
Fixed unit views not being correctly picked based on age + gender, simplified a bunch of related code
Lots of UI refactoring
More persistence refactoring, with better saving
Fixed door animation snapping with pool.mode set to 2
Automated Linux Build #483
* Added Entity.GetFlexIDByName( str ) -> id
* render.Pop functions will no longer crash the game when underflowed
* Burning props no longer ignite their gibs when destroyed
* Enabled full episodic behaviour on HL2 Hunter Chopper
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Attachment Points refactor and persistence
Updated scene / prefab
Fixed analytics in wrong build
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Increased building cost. Shop is non ownable.
unflipped city_hex_20 prefab (-1 to 1 in scale) and flipped road, mm road and ground elements inside, repositioned buildings and trees etc.