202,109 Commits over 4,171 Days - 2.02cph!
Increased precentage of the map that belongs to tier 2 slightly
hide pants, shorts & gloves skinning updates
Removed deprecated lso component from camera
moved selection handling and events out of MouseInput into new UnitSelection.
more input refactor.
added BaseInput, moved triggers and events from MouseInput to there
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data.
Consuming now has a duration.
Further simplified icesheet colliders
Merged last changeset from save153
Adjusted trigger size in military tunnels to stop them from poking out of terrain
Fixed convar component warnings
added UnitFilter
UnitSelection now has UnitFilters for blocked selection and blocked deslection
generic State now has CanEnter and CanExit, checked in state transitions.
Added prevent building volumes around iceberg boats
Slightly reduced decor icesheet decor radius
Added more terrain filters to larger icesheets to prevent overlaps
World Serialization++
Network++
Fixed cave blend4 material shading below level 300
Update to NPC Player Think.
tweaked nailgun animations
setup the nailgun ammo material
gang member count on join gang screen.
Iceberg/icesheet scene2prefab
World Serialization++
Network++
Changed to cleaner approach; wip
Fixed a small issue with updating user names on workshop in spawnmenu
disabled scarecrow/skull pit purchasing :(
skin approval
nailgun nails are slightly more expensive
removed halloween sounds.. I think
Slightly tweaked icesheet coliders to fix feet not touching the ground
NPC
Some AI cleanup
Updated NavMeshComponents to 2017.1
New Apex binaries
fixed @gang duplicate messages.
Added TargetFilterConsideration for scoring entities corresponding to the given criteria.
Added a ConsumeValue mode to EntityValueConsideration.
Updated some data on consumables.