199,626 Commits over 4,140 Days - 2.01cph!
Fixed bad old prefabs on island1
Fixed Before/StandardTerrain SplatCount warnings spam
Udpated NavMeshComponents
Version++
Fixed bad dropdowns (not great tho)
Fixed linger path prefab icon
Berry bush texture and material tweaks
[D11] Merge texture crunch code + remove caching of warmup assets in AssetBundleBackend as the order of assets doesn't always match the order of asset names unfortunately.
[D11] See if this fixed the PS4 Streaming Assets
Fixed some smart object interactions reporting 0 free positions (plans now hold reference to their position group instead of doing lookup all the time)
More tweaks to AI related to Cargo Ship.
Next interaction reset logging ,cleanup
[D11] Ignore -buildTo on assetbundles builds
Making adjustments to animator for strafe based movement.
SWEP Holdtype is now updated clientside whenever server sends a holdtype update
Overriding from next interaction no longer clears the agent's next interaction.
Added interaction clearing to the interaction performing goal plan.
More AI tweaks at Cargo Ship.
Removed error for null renderers in BMO.UpdateMaterialProperties, instead just skip over them
Tree re-inits BMO on resource view after being chopped down
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.
Fixed shitty editor property drawing
Fixed some effects (mostly on NPCs) not working in multiplayer
Fixed calling SetHoldType too early not updating the hold type on client
BEF-422 After clicking craft the + button gets removed until window is closed and opened
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
Fixed the next interaction injector not using the blackboard from the next interaction
NextInteractionData summaries
GPV.SetActive cleanup/simplification
[D11] crunched textures, compressed animations, a few other fixes for the demo build.
Fixed path following of A* paths for Scientists on Cargo Ship.
Removed Building.CanDeposit method with bool for accounting for registered. This is automatically handled depending on whether or not the item is registered in the other overload.
attempt to fix people gathering too many sticks for the fire and then dropping them when trying to deposit
register dispensable in take all over time interaction
Anims / movement / transitions feel a lot cleaner now.
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
[D11][WIP] Implemented system for UI to consume input. Switched UI code to trigger on Button Up rather then button down. Fix for looting corpse
[D11] Set some compile options if builds are release/debug
[D11] Remove jenkinsConfig
[D11] some more build fixes; apply correct defines for a build. Force warmup bundle asset names to lower case, not sure if this is required to will test again and possibly remove.
[D11] Try the notifications
[D11] [UI] Added new in-game Radial Menu display to match mock-up. Added required functionality for it to work. Modified "PieMenu.cs" to work with new HUD elements.
Client side ragdoll objects are parented correctly (fixes physics drag effect)
[D11] Modified texture resize to not modify topology textures - also added more stats about textures changed
[D11] Apply Package Settings ON PS4/Xboxone regardless of jenkins build