200,328 Commits over 4,140 Days - 2.02cph!
Scene spawns & some tweaks.
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
Didn't mean to change tick rate
update logo stuff and career UI
TOD long/lat is in Newport
Excluded a bunch of prefabs from being navmesh considered.
Building construction logging added to debug window.
Fixed UIElement.enabled being set before the state tweener had finished
Fixed UIElement.Hide without animation not disabling the component
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Re-enabled collaborations navmesh agent update toggles
Container defines its own MaxEntities value, uses attachment point count when container is set to use them
ContainerParameters.OnValidate calculates the max entity count if there are any max entity counts defined
Actually fixed UIElement.Hide animate skip not disabling the component
Fixed container.MaxEntities being 0
Server build seems to work now
Biome controls water color
Drag selection fuckery
Fixed LMB not clearing selection
Fixed drag selection eating clicks
DataBrowserTab destroys old editors
ticked parent on deposit, zero on deposit, use attachment poitns
Added reflection probe extension (wip)
Fixed ItemContainerParameters Editor.
Container now uses one list of entities and item types that can be defined as being a whitelist or blacklist.
Added ContainerParameters.DisableTriggersOnDeposit option
moved the AP s on craftin table
remade crafting view model
Fixed reflections, added notes
added grass to presapwned items and crafting table
Building block conditional model state is now networked (much faster, essentially zero overhead on the client)
Conditional models can specify whether or not they're instantiated on client / server (optimized server memory usage)
Network++
Fixed ItemFilterSet not correctly filtering consumable items.
Fixed DataBrowserTab editor destruction not using DestroyImmediate
Consume From Dispenser requires free right hand
Biome editor tweaks
AI designer destroys old editors
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents