193,937 Commits over 4,079 Days - 1.98cph!
Dynamic branch compiler hint for brdf selection on deferred shader
Now checking console vars on deferred extension to affect all instances
Added half-assed skin fallback for SSS is disabled
HumanView flag set callbacks returns early if we're a clone (hack)
Making the payphone UI nice with quick keyboard controls etc
Fixed some world activity types causing notifications to pause the game
Increased pool size for unit commands widget
Fixed bad tooltip positioning
added post effect controller, camera animation/controller for depth of field
added new test map
setup trigger for intro and outcome panel
Avatars look to center of the map when there's no valid hover tile
Avatars now look towards the curren't player's highlighted tile
flag progress bar shows score
Replaced graphics.postsss convar with SSS.enabled + other controls
SSS properly disables and skips fullscreen passes now
SSS now uses low quality sampling by default
Added support for assigning a new View to an Entity
Added support for bald people
fix for graph y axis max ticks
shotgun trap takes +1 gear
shotgun trap loses 50% health on pickup
Fix for graphs trying to credit units with tile fall kills/dmg :)
Added Consumable Value fields (don't do anything yet)
fix for NRE cus of xp values not being ignored in practice
Food Need normal distribution
Added BaseEntity.SetView, BaseEntity generic constraint for EntityView type
XP ring fill origin get's hidden after the first level up of a loop
Don't try and level up fan bar if there's no change.
XP ring level text gets updated each levelup
level update, vent doors placement
CookableStates.Burned renamed to Burnt
added ramp and radio mast
Fixed missing profiler sample in FilterUnitByFlags
Fixed Agent.ConditionDebugAction not being gated properly
Avatar-emote-menu-show space keyboard shortcut ignored when chat input panel is active
Fixed bad ragdoll setup causing HumanView to be disabled for reasons
Added a new WhatsNew entry file
Rocket factory progress / split rocket factory building into separate meshes