193,214 Commits over 4,049 Days - 1.99cph!
Cherry picking ignore.conf
some setup for anim events
UI still follows the character while it fades out
Adjusting UI height depending on display type
3rd person sitting animations
tweaked the position of the muzzleflashes when a muzzlebrake is added
added new silencer smoke f/x when shooting
tweaked the offset for the thompson viewmodel holosight addon
Addiction stats only show for NPCs with addiction stats
FOR FUCK SAKE put back UI error
FOR FUCK SAKE fix mini unit frame hp
GetTile now checks bounds first, GetNeighbours now has optional bool to include blank tiles
Better mask fix. Since the ID is never used for anything except masking, it might as well be saved directly as a bitmask.
Merging NetworkEntity flag bugfix
Prep work for combat chain improvements
double barrel shotgun (viewmodel) changes:
modified the iron sights
tone down the recoil animation when firing (ADS)
FOR FUCK SAKE more ui tweak
FOR FUCK SAKE camera/UI tweak
Fixed setdirty using a mask
tweaked guitar worldmodel position + materials
3rd person anims for guitar
revolver 3rd person animations
Added WIP UnitDesires UI widget, various UI cleanup
Fixed cull distance calc using local eyes instead of cam pos
Merge from culling-changes branch
Fix UnitBehaviourWidget buttons not using default icons when the Action has no icon defined in data
UI maked image shader supports color alpha fade
Behaviour widget improvements and cleanup
Cleaned up action wrapper override to support data changes at runtime, moved UI exposure control to the action wrapper
Some keywords refactoring related to behaviours, added keyword for dispensable name
Unit behaviour UI widget builds action descriptions on demand rather than BaseBehaviour/BehaviourChain doing it
ImageMasked material copy to avoid constant changes to ui_mask.mat etc
FOR FUCK SAKE cleanup scene