200,687 Commits over 4,171 Days - 2.00cph!
added some Is Dead == False conditions to abilities targeting other units
Improved behaviour of of map marker clicks
Cleaned up some player camera methods
Added additional anim trigger resets for switching/stowing
Update phrases from static Translate.Phrase's
Fixed bed description
Fixed bandana description
Fixed minnows description
Fixed small stocking description
Fixed Research Paper description
added if (Animator.GetBool("isCarried")) return; to onAnimatorIK()
Force animator update mode to AnimatePhysics in Animation
Improved radial menu close behaviour
Added zoom meter UI
Stopped UnitView updating when game is paused
added tree cutting scene to menu
Fixed selection via map screen not invoking events
Fixed various issues with tooltips on the map screen
People should spam getting out of interaction positions less now
Don't update UnitView if TimeScale is 0
GameModeDefinition.GetSession renamed to CreateSession for clarity
Minor session refactoring
UnitManager callback hack to switch animator modes on units when the game is paused
Map marker creation input safety /cleanup
Ignore follow camera callbacks when not active camera module
Fixed compute shader error on glcore
Enabled culling on glcore
Spawnmenu model search will no longer search the "models/" part of every model
Sell sign only for local player
Fix gui.OpenURL not opening the main menu when ran from Player.ConCommand
Added CopyToWithRepool for Character state. The generated CopyTo doesn't handle poolable types within poolable types very well. Copying to a new instance makes a copy of the original class' MotorState (if it has one), and assigns it to the new instance's MotorState. If the new instance already had a MotorState assigned, it'll now no longer have a reference and never get re-pooled. CopyToWithRepool safely disposes and re-pools the old MotorState if it has one.
compile fix for tips CC: Garry
visual storage container baseline (visible items on shelves in radtowns)
fixes for colliders and missing LODGroups on some world models
Another round of safe-guarding navmesh agent usage.
AiManager and DynamicNavMesh now play better together (when managed navmesh grid is disabled).
OverviewMap.ZoomToPOI tweaks
Fixed map markers not syncing their position to their related Entity when applicable
Also added CopyToDirect, which copies a CharacterState without creating a new CharacterMotorState object like the generated CopyTo does
GameInstance now fires events for player ready, game built, game finished and player ready.
Removed host reference from GI
Fixed intro cameras missing post layer
More map transition improvements
Fixed bad profiler sample in GPV
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
Only using AnimatePhysics for humans
undead
npcs dont fear others of the same alignment
survey crater analysis baseline
survey craters can be mined for surface resources
Added partial packed map reuse
Changed packed texture internal folder structure
Added a couple more tools for data gathering