225,852 Commits over 3,714 Days - 2.53cph!
Limit post height, show click to expand button
added target filter to UnitSelection, attack targetting checks it.
Pagnation tweaks
Show post limit sizes clientside
Production
chromium asset://mapimage handler
Units check if they can reach something before moving
Hopefully fixes people getting to out of reach locations
Exit is now a trigger, should prevent blockages when disembarking
Game mode can override camera profile
junkyard - base scene setup and autospawn prefab
Fixed recurrent GC alloc in SelectedBlueprint.Update
Getting towards normal usage
Admire animations - adding to DB
Fixed recurrent GC alloc in TSSAA
viewmodel prefab update - removed 'apply root motion' from animators
Commented world model check in GetFootPlacement (gc alloc)
Started investigating a bullet divergence
Fixed beard sometimes not showing
100 new cities + filters to deal with them
More map tweaks and city changes
Fixed overworld location prefab id not saving
Saving overworld locations
Tracking popularity by city?
WIP location upgrade rework
More upgrade stuff
More location/inventory work
More stat stuff
Can now equip upgrades in locations
Terminal reworks
Fix routes not saving
Lots of fixes
More stats and upgrades
Placeholder terrain mesh for world map
Disabled an expensive gizmo
Inventory Items can now have extra description lines
Research balance tweaks
WorldShip now tracks what material it's over
deco for door and windows, models/gibs/prefabs
Terminal reworks
Fix routes not saving
Lots of fixes
More stats and upgrades
Placeholder terrain mesh for world map
Disabled an expensive gizmo
Inventory Items can now have extra description lines
Research balance tweaks
auto-hide changelog if nothing new
changelog ui
import changelogs from json
changelog navigation buttons
changelog toggle button
tweaked changelog colors
changelog 0 content
Simplifying mission code by removing personal character missions (at least for now)
Correctly show gang missions on the map
Removed all individual player mission stuff, with some refactoring to support it. Gang missions only now. Container types implement a new IContainer interface.
Fixed wolf not being carryable
RTSCamera now remembers what unit it was following when saving/loading
adding wip hologram shader for squad editor
Can now equip upgrades in locations
fixed see though unit render bug
AI debugger now shows Goal Momentum
Agent debug panel now shows goal momentum
Load face materials from vmap
DecorPopulationSettings OnValidate removes null prefabs.
DecorPatch warns if there are no prefabs.
Allow HEAD requests to bypass CSRF
CSRF blocking
Max post parse size
Max post length limits
Fixed camera controls not working
Create meshes in map groups
Replaced all OR conditions with ConditionGroups in OR mode.
Node editor now shows the condition mode.
Changed some conditions to use GetEntity instead of Target.
Disabled some filtering and validation of conditions pending a check for blackboard key targets.