201,448 Commits over 4,171 Days - 2.01cph!
NewsItem now takes a parameter for highlight type - none/highlight/critical.
added proto/serialize for NewsItem highlight type.
added test data for highlight types to new career creation.
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Access cards files - textures/models/prefabs
Restore functionality of env_wind for now
added scrolling transaction popups from wallet when transactions are processed
test disabling g_FailedSounds on osx builds
Added a bunch of new entity translations that might show up in the kill feed
tweaked logo generator setting to avoid cut out in the logo
tweak uni shader to make the color more distinct
update outcome UI
fix broken stuff from merge
updated Unit_InfoPanel prefab with temporary nickname text.
unit hover panels now show career nickname if applicable.
GitHub:
* Changed Toolgun's holdtype from pistol to revolver to match the view model
* GetCreator now returns NULL for no creator, instead of nil
* Updated gm_video with console output on start/end, added vid_sound 1/0 to control sound recording, added console command help text
fixed team text color in the match result entry
Added Condition.BehaviourRequiresAttachmentPoints, which returns true if the current primary behaviour has any attachment point requirements
Fixed crafters dropping items they have gathered repeatedly and getting stuck in a loop
Fixed CraftingUtility.CraftingRequirementIsMet returning true in cases where it should not (unit holding item, must be deposited to machine to craft)
temp added hair colour test heads to scene to check dye colours at runtime. tweaked dye colours to be more natural and set capmask colours. made style 2 shape more natural and added top layer of split strands to break up light. added new facial hair 01, balanced lighting on composite material
figuring out some prep for career mode creation
floating cash transaction improvements
fixed dragged unit using wrong color in the squad editor
update career squad unit UI prefab
Tuned the soft targeting to work a bit better in a crowd.
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Chromium 65... scrolling is broken
Unit.Morphs is no longer a default component, disabled on all animals
Fixed potential KNFE when adding an effect to a unit with no morph support
Fixed pause menu not closing when hitting escape
Added logging for behaviour breaks (trying to catch elusive invalid subscription error)
AI scoring tweaks
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Break behaviours with invalid subscriptions
Added high precision toggle to probex
adding mimmap to render portrait/logo images
updare render portait/shader
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Fixed EntityComponentSimulator removing event listeners to TimeManager.OnMinute and OnGameSpeedChanged events on session change
set up the durability on the squad editor UI unit
Minor fixes for load order
Spells.
Consumable sound improvements.
Manifest.
Improved targeting icon.
rough pass at multiple players in vehicles
Small bunch of functional potions and elixirs.
Manifest.
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Made the functional elixirs be functional.
added dark materials and short dark materials. added hairtest prefabs. tweaked dyeset colours and settings. added lods and morph targets to facial hair style 1
Added effect procs for shield bashes
Added a stun to the test shield