199,201 Commits over 4,140 Days - 2.00cph!
[D11] Change to agent none
Custom editor for Attachable component
[D11][UI] Implemented controller navigation prompts for lootpanel items
More work on unifying all inventories
Fix for daily challenge leaderboard query
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
FuelToEffect no longer tries to start if the process queue is empty (although we should never be trying to do that really?)
... probably gonna revert this shit
Fixed moving scientists not animating the movement when parented.
odd changed files from testbox arid
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
Ghost interaction/vis fixes
Hopefully fixed flakey hover buttons in tribe create
Fix for out of range error in Building.CanDeposit
[D11] More fixes for jenkins
Fixed tribe create hover menus getting stuck
Fixed tooltips triggering after delay when the source element has been disabled
[D11] Removed unnecessary stat from server performance metrics request.
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
Stat manipulators hold a list of affected stats for easier removal
Another fix for lingering tooltips
Reworked, improved and cleaned up deferred decal renderer a bit
Fixed decal lighting/GI
Switched tree_umbrella_thorn to impostor shadow + updated prefab and view
Fixed NRE in DeferredDecalRenderer.OnDisable
Added Waffle body and IceCream hat
Disabled impostor shadows (testing shadow job crash)
Subtractive merge of PlayerModel changes.
Subtracted PlayerModel AI changes
temp fix for scientist visibility
Added a constantly pathing A* scientist on the deck for testing.
Fixed customise character screen not showing