141,927 Commits over 4,413 Days - 1.34cph!
Fix NRE in NPCNetworking (subscribers count)
Sleeping uses same logic as eye blinks (fixes popping eyeballs during sleep)
wip provent building changes
Redo clearance zones, fucked it last time.
Tweak wb2 clearance volumes
Client-side fix for removing upgrades when clearance blocked.
merge from electricfurnace_emission_fix
Fixed missing script warning spam when starting a server, caused by the new automated tests classes
EmissionToggle now refreshes its MPB after a material swap, it implements ICustomMaterialReplacer
Fixes electric furnaces emission issues after loading a skin
Assign name and description keys to the base barrel and shelves items
Moved mortar slightly ealier in tech tree, ammo research costs lowered
added anti vechicle dmg to mortars basic and fragment, basic stronger
mortar deployment improvements
Improved colliders more accurate, can not longer be shot through, better pickup
prevent mortar deployment under water
Effiency upgrade no works works on explosives, satchels. ammo explosive, catapult explosives
merge from cubemap_ui_optims
merge from binoculars_on_weaponracks
merge from mortar_prototype
Underwear_pants male LODs
Underwear_pants female LODs
Unerwear_bra neck normal seam fix
Fixed parachute offset when equipping an item
Left align country text in the server browser
Add an 'are you sure' popup when clearing all vending orders
Fix parachute bag appearing on leg when deployed
Fix frosty breath emitting from side of head
Can now press the larger area around the cost and sell icons
Fix emojis not working properly on loot panel purchasing
- Additional filtering on the name before being displayed (just in case)
Hooked up new(?) forearm twist bones in player_model
Increased jaw movement when speaking
Skin bundle update (rebuilt on Unity 6)
- Add broken item support to vending sell orders
- Add support to fake inventory as well
Move DDraw DebugSkin out of Resources/ and attach it directly to MainCamera.prefab
Fix typo that would cause scientists to not rotate properly towards their target
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
Make 'sold out' look less ass
Entering a higher number than in stock automatically lowers the number to max available stock like it used to
- Only play animations when adding to the existing orders list
- Add 'modify' and 'discard' buttons when modifying an existing sell order. Makes it very clear what you're doing
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro