194,669 Commits over 4,079 Days - 1.99cph!
update launcher model, adding mat/texture
update wip portrait
Added cooldown on brake press to enable better drifting
Yet another merge from main
Fixed a bad check in nav_disable improvements.
Retired TextureUtils (GC alloc galore)
Added GC-free Texture2D.Clear extension method
nav_disable usage improvements and compatibility with nav_grid.
When animals fail to spawn on a navmesh they now drop a corpse on removal/kill (scientists won't).
Added schematime convar (inventory schema refresh interval)
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Disable http redirects to ftp scheme - crashes Awesomium
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
custom smg learnable recoil patterns and reduced aimcone
fixed flyhack catching people standing on vehicles
Unschedule sun events on destroyed vehicles
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
bradley shows smoke and fire based on current health
after not being attacked for 5 minutes, bradley heals over 60 seconds
code cleanup
Props place correctly. Cloning keeps prefab references.
mad scientist reverse engineering backup
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
Fixed building views not getting set to finished when the last required item is deposited
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Show timer times always in real time (not game time)
fixed bug where NPC rockets/shells could detonate before hitting target
fixed invisible curb at launch site
Show prison time remaining in the HUD
Increase weapon prices in stores
Refactored NetworkEntity instantiation. We weren't digging recursively into grandchildren so when a player joined a game, if other players were in vehicles, their held items wouldn't sync due to the vehicle -> player -> helditem heirarchy skipping the grandchild. It was being sent from the server but not read by the client.
Storing the jump distance and time
Added texture find read write enabled tool
No material filtering on tex usage report
Removed UseTarget from ItemActionDesire
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Added machine process desire creation and keep desire check for said desires
Viewmodel texture updates