199,201 Commits over 4,140 Days - 2.00cph!
* Fixed CS:GO (v7.5 vtfs) environment maps failing to load
Automated Linux Build #484
Automated Windows Build #484
Automated Linux DS Build #484
* game.GetTimeScale & game.GetSkillLevel will no longer try to return data without pushing it first
Automated Linux Build #485
Automated Windows Build #485
Temp extra null checks, trying to catch a server issue
Automated Linux DS Build #485
- A little bit of tidying on NetworkEntity - making it clear that the Connection/IsConnected is actually only set on the Server side.
- Some new car audio.
- Fixed up all warnings outside of BuildingSystem.
Added text to explain why you can't get out of that damn vehicle.
Remove vehicle seat exit debugging
Angle() can now accept only 1 argument, to match the Vector() global
Automated Linux Build #486
Automated Windows Build #486
Automated Linux DS Build #486
GameManager transition state coroutine cleanup/consolidation
Tribe tracker UI resets
WorldManager init refactoring
Scene unload in Session.Kill
Session no longer singleton
other bollocks
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state
Fixed bad camera component cache in PlayerCamera (tribe create works on restart)
VisualFX NRE avoidance (entity destruction callbakc ensures we destroy the visual fx instance too)
Adding final light fixtures - Models/LODs/COLs/Prefabs and textures
Lightpost_a Models/LODs
Added ladder to lightpost_a, removed previous bespoke ladder prefab
vm water bottle anim update
mesh tweak to stop seeing through neck of bottle
Set mood float to 0.6 so it looks happy(ish) in char create before they get stats
Fixed people facing away from the camera in tribe create (apparently Animator.Rebind resets root xform rotation?)
Fixed loading progress % not being clamped/reset
Fixed starting area campfire not being lit
Fixed human hair being weird
Fixed errors if more than 400 items in steam inventory