199,178 Commits over 4,140 Days - 2.00cph!
BEF-513 Double RMB to jog does not work, issues duplicate move cmd (removed for now)
BEF-516: The UI should display why a building cannot be placed
BEF-515: Switching selected unit with the inspector open should not change the active tab
fixed EKG pathing
mount/dismount on parent works
mounting to ladders takes into consideration lerp/ping
shop sign mats fix + mode edit
Change sign mats setting method, stop it overriding the saved materials
Added LightGroupAtTime component for ToD intensity control over groups of lights and emissive surfaces
Change loot spawners a bit so they can spawn anything, not just weapons
Remove ItemContainerSpawn scripts from bins. If game modes want these, they can add them, but they shouldn't automatically be in every mode.
Adjust bottle and pipe damage and hit force, since they were weaker than basic fists
Item pickups in Team Deathmatch
Merge TeamDeathmatch work into Main
monster_human_grunt now uses default values from skill2 for the replaced convars instead of arbitrary values
Made DLabelURL's color functions work consistently to DLabel's
[D11] Analytics server hostname can now be specified on server command-line boot. Defaults to localhost otherwise.
[D11] put neo garlic setting equal to base mode garlic setting, no reason to be higher at the moment
Safety check to not enable corpse dispenser interactions if they have 0 quantity
PlayerUse no longer blocks using when Lua doesn't return a value or returns a non boolean.
[D11] Some Logging for folders on BuildAssetBundles
remove items in campfire if time has completed instead of just clearing the queue (stops the fire getting stuck if you debug add hours)
Fixed Combat.OnAttackHit event returning early when it shouldnt (UnitAnimation now avoids event callbacks when not in proper game state)
[D11][UI] Vending Machine buy screen is controllable,dropbox panel and basic implementation of mailbox screens
[D11] Take out the generate manifest
Conditions.WantsToJoinASettlement now writes closest inhabitant if there is no leader
[D11][UI] Keycode dialog implmentation and start/select button events
split server specific defines out into new ServerDefines
More work on moving NetworkLevel
Cleaning up various bits of code that assume a settlement always has a leader
Settlement creation no longer requires leader selection
server toast broadasts are now behind inidividual defines - math otucomes/league promotions/daily challenges.
added server command to globally enable/disable them all as a group.
global chat and match chat broadcasting are now behind defines, added server commands to toggle each - server can always send chat messages.
Resource.Tree ignores on OnInteractHit events after being felled
Moved more stuff from NetworkLevel to WiseguysLevel. Almost all loading again.
Fixed missing tooltip assignments in the Game UI
BEF-513: Double RMB to jog does not work, issues duplicate move cmd
Updated strafe anims, added crouch strafe aim anims