200,010 Commits over 4,140 Days - 2.01cph!
Viewmodel texture updates
Added machine process desire creation and keep desire check for said desires
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Removed UseTarget from ItemActionDesire
Added texture find read write enabled tool
No material filtering on tex usage report
Storing the jump distance and time
Refactored NetworkEntity instantiation. We weren't digging recursively into grandchildren so when a player joined a game, if other players were in vehicles, their held items wouldn't sync due to the vehicle -> player -> helditem heirarchy skipping the grandchild. It was being sent from the server but not read by the client.
Increase weapon prices in stores
Show prison time remaining in the HUD
fixed bug where NPC rockets/shells could detonate before hitting target
fixed invisible curb at launch site
Show timer times always in real time (not game time)
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Fixed building views not getting set to finished when the last required item is deposited
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
mad scientist reverse engineering backup
Props place correctly. Cloning keeps prefab references.
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
Unschedule sun events on destroyed vehicles
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
Disable http redirects to ftp scheme - crashes Awesomium
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Added schematime convar (inventory schema refresh interval)
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
Fixed a bad check in nav_disable improvements.
Yet another merge from main
Added cooldown on brake press to enable better drifting