194,523 Commits over 4,079 Days - 1.99cph!
Got the basics in for a pie menu
Fixed bad super speed button tween
Removed old auto anim bools for shoulder carrying
Re-enabled coverage queries for debugging
Fixed fuzz in cloth shaders
Moved camera fx and Effects to after the lerp in weather transition
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Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Fixed Agent.SimTickDecisionMakers not clearing DSE caches when the unit is selected by player and the command cooldown is active
Exposed IsCachable on conditions and considerations
Wall components can snap together
gas_station progress backup
Fixed Improved Spear missing weapon component
ItemActionSettings now logs the name of the item
Item management module condition tweaks
Fixed UnitPortraitManager.EnableCameraUpdate not being reset
Nuked a couple of un-used interactions, made some interactions AI only
fixed Item IsHolding checks
Add wall piece to building script
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EntityValueForBuilding fails if the target's SmartObject component is disabled
SmartObject.CanSubscribe returns false if the smartobject is disabled
Removed SmartObjectComponentSystem
Wall pieces can snap to collision points
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
Rebuilt Facepunch.Network and Facepunch.Raknet
EAC SDK update (eliminates GC allocations)
More work on optimizing navmesh grid.
updating some world models to work better with collision
More description fixes and updates
Removed max draggable from items (except liquids)
Added an Animator extension class with new backup and restore parameters capability
Fixes animator losing all of it's states when a rebind occurs (clothing change, game load)
Fixes holding animations getting disabled when changing clothing
Craft and build commands now disable the player's command cooldown and force a decision maker tick, usually forcing the unit to take action immediately
Trying out some ways to make crafting and building feel more responsive
Fixed wood log right shoulder attachment point saved on wrong side of body
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921)
Primary modules are still suppressed during a player command
Fixed nav arrow butting in when it shouldn't be
Adjusted vehicle LOD settings a little bit
Most of the data structure for the new unlock system
adding texture sets gas_station_trims, metal_ceiling
materials, texturing WIP, level update