201,874 Commits over 4,171 Days - 2.02cph!
reverted the changes that i accidentaly stomped out ( Python / P250 )
Added the UnitBehaviourWidget back to the UI
TribeTracker widget only updates potraits on activate, not all the time
Effects profiler samples, FA loops converted from foreach to for
Removed Update from ImageMasked
Added Mood consideration to non-player commanded building goal
FOR FUCK SAKE new camera test
FOR FUCK SAKE cleanup scene
Unit behaviour UI widget builds action descriptions on demand rather than BaseBehaviour/BehaviourChain doing it
ImageMasked material copy to avoid constant changes to ui_mask.mat etc
UI maked image shader supports color alpha fade
Behaviour widget improvements and cleanup
Cleaned up action wrapper override to support data changes at runtime, moved UI exposure control to the action wrapper
Some keywords refactoring related to behaviours, added keyword for dispensable name
Fix UnitBehaviourWidget buttons not using default icons when the Action has no icon defined in data
Merge from culling-changes branch
Fixed cull distance calc using local eyes instead of cam pos
Added WIP UnitDesires UI widget, various UI cleanup
revolver 3rd person animations
3rd person anims for guitar
tweaked guitar worldmodel position + materials
Fixed setdirty using a mask
FOR FUCK SAKE camera/UI tweak
FOR FUCK SAKE more ui tweak
double barrel shotgun (viewmodel) changes:
modified the iron sights
tone down the recoil animation when firing (ADS)
Prep work for combat chain improvements
Merging NetworkEntity flag bugfix
Better mask fix. Since the ID is never used for anything except masking, it might as well be saved directly as a bitmask.
GetTile now checks bounds first, GetNeighbours now has optional bool to include blank tiles
FOR FUCK SAKE fix mini unit frame hp
FOR FUCK SAKE put back UI error
Addiction stats only show for NPCs with addiction stats
tweaked the offset for the thompson viewmodel holosight addon
tweaked the position of the muzzleflashes when a muzzlebrake is added
added new silencer smoke f/x when shooting
3rd person sitting animations
Adjusting UI height depending on display type
UI still follows the character while it fades out
some setup for anim events