202,078 Commits over 4,171 Days - 2.02cph!
Foundations can be attached to other foundations with a half height offset
Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
DataAsset name caching fixes (display, type, debug)
Cherrypick the Apex update
client server manifest
UI scene to maps bundle
Random other things.
Added half height walls (needs new models)
Adjusted building block order in the radial menu
Finally got Apex updated.
updating font stuff for speech bubble
removing useless speech bubble from the main scene
disabled round time in local games/ai
Added Building.GetDominatingBuildingPrivilege
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)
Let's see if jenkins prefers it like this.
enabled gpu instancing on Crowd_Opponent.mat
added bulletproof glass window insert
Autonomous eating on stick.
tweak chat bubble size behavior
GPU instancing enabled for Arena_Frame_A_Mat.mat
update unlit particle shader
switch star material from shaderforge to amplify
switch coold down material to amplify
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
fix for tree minigame always going right and never left
Marked take branch interactions on trees as Require Item Pick Up (branches were flying away when taken from trees)
Fixed "Winter is Coming" objective having a time limit...
UI Tweaks
Target keyword can now be used in Goal Plan Variant descriptions - fixes a bunch of in-game text showing {Target}
Very first base AI + merges
Hooked up two meshes to particle system shape components to stop chopped down birch trees from spamming warnings while playing - this was done on the prefabs directly, there could be changes needed on the TreeModelEditor to prevent this happening in future
Added a Use Attachment Points field to Container that parents items to attachment points in the container hierarchy. Recursively looks for a transform named "AP_XX" to parent to (eg. AP_06 or AP_12)
Attachment Point containers will now resort their items when an item is dropped