199,288 Commits over 4,140 Days - 2.01cph!
Fixed an MRE caused by convoluted VisualFX destruction
Fixed dispensable interactions not population InteractionPlanData with their required ToolTypeDefinition
Fixed hanging Unit references in UnitView after destruction of the parent entity
Fixed a bunch of weird human animation lengths (frankieh please review)
Working on Cop AI, getting more complex
working on heitmap test, added side parts to underground section
Effect triggers optimisation and cleanup
Reduced player model aim speed
Rpc calls use Unity assert
Moved some files to dll
Effect trigger evaluation profiler samples
Fixed Effect.HasActiveActionChain always returning true (action chains are never null due to pooling, added isValid flag for this usage instead)
Fixed some bad input states in playerController (can cancel building placement position again)
Added brake / reverse force
Side ramp
Corrected reverse steer
Moved wheels
Testing fix for missing skin parts
removed bumpiness on dirt roads, tidied up ground hexes a little
added traffic cone to unity and added it to test arena
Trainyard overgrowth dressing backup
changed layer to world on electrical box prefabs
Fixed a bug with growing attack area, big grid highlighting optimisation
animal folder name changes
Fixed NRE in Effect.Assign
Fixed potential NRE in Effect.HasActiveActionChain getter
Shader includes, variants
DataAsset.Id HideInInspector
Renamed SensesParameters restricted definition lists to "Valid" types
Fixed workshop broken due to tag case sensitivity
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)
Water shader cleanup, shoreline tint global variable, editor update hook
GameConfig can be accessed through Before.Config, both at runtime and in editor
Fixed bad name caching in DataAsset
tweaked up and down ramps
Trainyard overgrowth dressing end
Fixed bad Definition name cache
Subtracted hiz culling for patch
reverted door/hatch blunt protection change due to unforeseen complications