199,319 Commits over 4,140 Days - 2.01cph!
Building preview mesh pooling
HP and resistance values on huts
Initial bar bones prefab, controller, folders, rig and anims
NPC improved firearm usage when standing up from being ducked behind partial cover.
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.
Improved ragdoll creation
[D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress. - [D11] [UI] Progress on fixing small graphical errors on Belt bar in new Console port HUD. Work-in-progress.
[D11] [UI] Started on updating the notification banners on the bottom right HUD. Work in progress.
Fixed game event removal causing errors
[D11] [UI] Reverted a change to bootstrap in order to preview changes
reworked movement path point generation
Repair WIP: construction requirements get populated from destroyed items.
Made depositing items to a building being repaired actually repair the building
Dispenser fixes, depletion when out of season
Fixes to decay / repair.
Repairing construction state starts automatically when decay starts.
update move trajectory offsrt and color
First pass iteration on new aim code for Scientists.
update move trajectory
update smoke texture / particle
fix VS text fading back in on intro anim
updated attack trajectory colors
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
reverted UI_WorldMap_Mat.mat
Added entity view pooling
Dispenser interaction state cleanup
SmartObject interactions will use the default position group where no positional data is defined for the given InteractionPlan (where no default has been defined, it will use the first group). Changed error related to failed attempts to find positions for an interaction to spit a warning instead, and only in the editor.
Fixed Hunting Station preview mesh not showing up (was offset by prefab xform pos)
Nuked some old UI prefabs
Destroy non-pooled entity views
Vehicle checkpoint trigger mode
Some protection for running race mode on maps that don't really support it
Rafoctored checkpoint instances to avoid an occasional timing issue on listen servers, and standardise the location event
Refactoring location events, removing a bunch of code
Fix #client compile issue
Created end trigger and UI (reusing the existing score UI). Mode is now winnable.
Second pass iteration on new aim system for Scientists.
Building room location class fix
Cargo ship container decals update
Rearranged graphics settings to make a bit more sense
Moved experimental, slow features (grass shadows + contact shadows) to their own section