200,680 Commits over 4,171 Days - 2.00cph!
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents
BiomeSettingsEditor fix
Island 1 tweaks
Fixed build preprocessing stripping certain conditional models from foundations and roofs
Possessions should now check if another item can fulfill a requirement when a required item is dropped.
Dropping undesired items should now mostly rely on Possessions.
Player controller cleanup
Moved cheats (god mode, death touch, and new instant build) to Cheat class, which creates console commands on init
Fixed cheat cmd formatting
move previous fix in to CBaseAnimating
Player controller now generates commands for target entities without requiring any units to be selected
Fixed drag selection preventing left click to select
Holding left shift when placing a building will let you place additional buildings of the same type
Fixed cheat commands errors when invalid argument count is given
Removed building upgrade and addon interactions (now accessible via radial, UI WIP)
Removed craftingWidgetIndicator/button to open orders widget (now accessible via radial)
Succesive building placement no longer sets bad gamespeed
Fixed potential NRE from BuildingEx.HasAvailableUpgrades unlock check
Building management UI basics
BaseEntityRef protoinclude fixes
Fixed EntityRef causing error on save
Fixed building radial for upgrades opening the management window for addons
Fixed NRE in BuildingManagementWidget
Fixed NRE in HighlighterInternal when removing clothing
CShaderAPIDx8::OverrideBlend no longer fucks up CTransitionTable::ApplyAlphaBlend
CShaderAPIDx8::OverrideBlend can now override blend operation
Added render.OverrideBlend (sry render.OverrideBlendFunc)
BLENDFUNC enums
Building management UI is now functional
Building editor tool support for rendering previews for addons and upgrades
Building inspector exposure for new upgrade/addon fields
Fixed item tooltips showing bad Crafted/Placed by text
Fixed NRE in Item.BuildDescriptionString
update amplify shader
randomize team color
Fixed skybox mismatch with reference
Fixed base env reflections
Added misisng PersistedEntityComponentData protoInclude for Vehicle.PersistedVehicleData
Updated Facepunch.Steamworks
Added generic value readout UI element, used in tooltips to show building requirements, machine process status etc
Fixed FuelToEffect process not showing in tooltip
Fixed UI being interactable when invisible (via F10)
Removed EntityInspectionWidget's hardcoded management of building panel visibility; using HideWidgetsOnActivate instead
Fixed NRE in TooltipWidget when the target building has an addon under construction
Fixed "skip to morning" feature not re-enabling physics simulation...
Fixed NRE in Item.PlaceItem
update logo generator to avoid duplicate model
Unlock notifications auto-hide after a few seconds
Cleaned up Relationships persistance, using UnitRef to avoid issues with dead units when loading a saved game
Fixed relationships not loading properly
Knowledge overlay widget no longer requires a selected unit, also filters entities by BaseEntitySettings.ShowInKnowledgeOverlay
Building status indicator UI basics
Cleaned up CameraOcclusion and removed the debug line drawing
Building placement/completion FX bits
spas12 prefabs and sounds