202,065 Commits over 4,171 Days - 2.02cph!
Fixed craft menu interaction fuckups
removed note debug output
Show locked skins with reduced alpha
Typing in craft menu amount/search doesn't trigger slot keys, movement
Craft menu amount changes reflected on type
Simplified Entity view creation
Fixed inventory meny stretching apart on wide resolutions
fix typo: m_WorkshopID => m_WorkshopFileID
Automated Linux Build #274
Automated Windows Build #274
Grazing points spawn pop fix
Automated Linux DS Build #274
All props now use kdtree system.
Cache cast of Entity to Unit in UnitView.
WIP Agent as EntityComponent
AgentParameters serializable
AgentParameters in EntitySettings base
Nuked assets
Added Randomation
Added mixed server mode
Editor tweaks + Entity/CreateView fix for entities with no data
added lower parts of beep truck, working on side and front panelling
xp.add takes a float
UI particles, tweens when getting xp
More view related fixes, Entity constructor cleanup
Agent init fixed
Data fixes
Actually fixing entity view creation when no prefabs or settings are provided
* Fixed checkboxes being fucked up for some people who improperly call PerformLayout
* Fixed SLAM sound being played on death
* Fixed Ceiling Turret playing Alert infinite sound after being removed
* Fixed the HL2:DM soundscapes being looked for in the wrong folder
Road and river side cliff topology
First terrain splat pass no longer calculates slope
Merge from entity refactor
Fixed river lighting mismatched with ocean
Smooth water volume color transition from river to ocean
Radial layout thing
EC injects smartobject interactions in base init
UnitGroups to UnitClass
Fixed a bunch of broken prefab refs
DecisionMaker init fixes and additional cached casting for new Group derived Entity types
Also added temporal AA from the playdead repo
More view > entity monobehaviour deferal
EntityView event fixes and UnitCollection trigger re-write