199,258 Commits over 4,140 Days - 2.01cph!
fixed logo background random rotation
fixed squad editor unit mod slots
fixed left hand IK sometimes getting stuck
grass displacement on rowboats
Scene
Some NPCs make a sound when they first spawn.
Eyeposer and Fingerposer can now be used on Effects
Added DNumSlider.GetText, Set/GetDefaultValue, ResetToDefaultValue
Faceposer changes:
* Context panel now properly clears itself when targeted entity becomes invalid
* Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
* Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
* Faceposer now supports 128 flexes not just 64
* Flex names are now prettier
* The secondary presets (pictures) no longer occupy 3 rows even if 2 or even 1 row is populated
* Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
* You can now middle mouse click on a slider's knob to reset the slider to its default value
* Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
* Improved the flex list so that the text is now cut off on the bottom
Mine LODs less finnicky.
Wind doesn't tug on the pine trees like a black hole.
update logo customisation panel, adding unit preview
Various scene/spawn related.
Scene
More spawn fx for npcs
refresh roster unit list when adding a mod to a unit in unit view
sound effect for equipping mods
audio for player cash transactions
reduced default music volume
Fix feet direction of mounted passengers in vehicles.
news item for new unit purchase
Mounted scientists don't share target with scientists that can't see that target.
NewsItem can now take a CareerUnit parameter too.
NewsItem serialization for unit ref.
Clicking a news item with a unit reference will now push a unit view on to the UI stack for that unit.
news item for mod purchases
fix for continbue button in career match outcome taking you back to career save slot screen
Merge from conditional_models_3
Added warning when skin download fails to start (separate from timing out)
Fixed some particle shaders vertex lighting not handling spotlights; raised light count
Use the correct DecisionMaker method in target filtering first mode
reworked opportunity generation form being a % chance every week, to a random interval.
serialze next opportunity trigger week with career.
Added animal_ignore_food convar that default to true (server optimization).
Major cleanup of decision making; moved everything from DecisionMaker+Decisions to static DecisionsUtility
TargetFilterUtility is no longer static, now pooled
Fixed water depth mask affecting shading on rowboat; updated water and rowboat prefabs
Fixed Items.TryPickUpItem not passing animation bypass arg into TryPickUpItemToContainer
Exposed BaseEntity.Debug in debug tools
AIAction tracks timeSinceActive, used in ItemAction to detect elusive stuck in pickup bug
Don't return in Navigation if CalculatePath fails
Updated Steamworks - servers rules queried directly instead of via Steam interop fake vtable bullshit
Fixed field rocks sometimes partially overlapping the outermost objects of monuments
Navigation logging to catch out of range error
item action stuck detection is less stupid
NPCs are less vulnerable as they spawn.