193,270 Commits over 4,049 Days - 1.99cph!
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Safety in SensesComponentSystem.UnitCanPerceive
changed layers of all units to Enemy (needs renaming) and all Tiles to Tiles. More intro work. Camera layer switching
Fixed error in UnitPortraitManager when player has an animal selected in the editor
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Automated Windows Build #652
Automated Linux DS Build #652
Automated Linux Build #652
Yet another ugly hack for TF2 map support - pl_cactuscanyon
Made some items cheaper,
fixed map icons,
fixed item producer
Fixed NRE in DebugTools spawning
another building shader bug fix, this time to stop the next item appearing before its time
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
Enabled occlusion culling on dx9 and glcore
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Fixed network group not updating when in vehicle
Merging in changes to go in this week's release.
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
Modified NPC UI - Don't show level 3 and 4 drugs for now
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
Fixed hints videos not playing when you page through the UI
Entity component data copy editor util
Buildign upgrade persistence now seems to work
Building upgrade persistence WIP
adding alleyways and buildings to hex prefabs, done 2, 3, 6, 9, 17
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.
Various corpse data, editor util
BaseEntity persists parent references
Added IsActive checks to ConstructionState null checks
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Bigger framerate boost from hiding characters