201,593 Commits over 4,171 Days - 2.01cph!
progress on persisting ragdoll state
female damage mesh name change
possibly broke something in animations its complaining about missing file refrence
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update
LogError instead of normal Log if save files are invalid
Audio sources are paused when timescale is set to 0 for any reason
Better audio source caching
Found AudioListener.pause, using that instead (music and GUI sources use .ignoreListenerPause setting)
fixed melee attack animations
various magic casting animations
Scene stuff
Project settings & proper icon
Fixed PooledAudioSource.ReturnAfterPlay not working
AudioManager per sound type pool sizes
Ruined my wrist by painting field topo masks.
Fixed Corpse.PostLoad settings isCarried on the view's animator when it shouldnt
add things to stockpile on load
full save/resume/career creation flow now works, via creaction screen (cancel/create buttons work, but creation details don't yet)
merged new career creation flow to main
UI tweaks, inverted decay readout
Simplified billboard rotation
fix unit detail view panel
InteractionSettings can specify a command execution mode for player commanded interactions
Added BehaviourSettings mode to RequiredAttachmentPointsCondition
Dance interaction now scores diplomacy relations
Print asset bundle paths on boot
updated chinook client collider
Move items.asset into an assetbundle
Rebuild manifest
AssetBundle splits
Fixed FP API public key (was rust's)
Bypass movement antihack detection for now
fix what's new panel
Tweak editor panel windows
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
update mod inventory panel
a million mounted fixes, upside down vehicles, recoil etc
multiple seats for ch47 and sedan
added swapseat command