199,180 Commits over 4,140 Days - 2.00cph!
shader console spew doesn't crash any more
removed use of VALVE_LITTLE_ENDIAN macro/fixed particle alpha always being 75
Moved OnValidate to non-unity method, added button the base DataAsset editor and "validate all" tool to Assets menu
Fixed a bunch of issues with Unit.Morphs
Char creation screen plays animations after trait choices
Fixed NRE when combat anim event is received during char create
LookatTooltip falls back to player self interact menu if entity we're looking at does not have an entity menu
Reverted some lost morphs data
Merged various building gathering conditions into one
[D11] Texture meta file change for half res textures + crunch for ps4/xb1
Withdraw From Stockpile now checks if we can pick up the resulting item
Regenerated enums.
Fixes to make gathering for fire from stockpile work.
More player LookingAt fixes
Definition.NiceName lazy getter
Asset name caching in database init before warmup
climb functionality which somehow works
Force customisation unit morphs tick in char create
Added Apply Layer masking option to standard decal shader
No but actually do what i said in the last commit
Fucked off lerping morphs, just set the bone targets on demand. Added custom ranges and anim curve eval for weight blends
Fixed attribute slider point redistrubtion not respecting the min/max values
Normalized curve attribute,
Fixed char create customise widget hiding itself (dont assign close button)
Fixing some bugs with PlayerBelt, mostly UI related
Updated Amplify Impostors to v0.9.1
Recompiled impostor runtime shader
Team deathmatch initial work
Fixed bots breaking the scoreboard
- Fix stack overflow on UINavigationController when dying while scoreboard is showing
- Remove unnecessary debug prints I added earlier
Feet better align with eyes for NPCs on Cargo Ship.
[D11] Fix linux server compile
[D11] We need to copy the ServerBundles
[D11] Pie menu Define fix
[^] Updated Meta Files for Xbox and PS4