193,321 Commits over 4,079 Days - 1.97cph!
NPC door behaviour improvement.
Reapply phys sound updates
Vending machine sound tweaks
Cull AudioReverbZones in PreClientComponentCull (server audio overhead)
Fixed BiomeMaterialObject.GetMaterialsFromLibrary not grabbing disabled/inactive renderers
Fixed disabled BuildingView components on some prefabs...
Fixed UnitItembar UI showing items that the Unit is not holding
Split selectable indicator widget into two seperate widgets, one for hover and one for selected indiactors
Building hovered indicator shows construction progress ball
Added car righting
Fixed sky shader
Console post settings
More tarrain checks for military tunnel monument
Increased nobuild zone around trainyard
Removed from script as well
Removed terrain adjustment padding from prefab scenes (added to radius)
added interaction positions back
Actually fixed building category toggle states
footsteps added to walk carry anim
making small shelter work
Updated warehouse monument topology (river issues)
Re-added monument name phrases and enabled map labels
Fixed some monument layers
added ground clutter stones to dirt hex blocks.
made skybox a bit better
Correct batching script on overgrowth prefabs
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Fixed UnitCommandsWidget not reseting category toggle state
AI designer inline creation for goals/plans in node graph
SmartObject init spits errors when interactions are flagged as positonal but no positions are defined
Interaction position data for medium hut
Added bone fragments worldmodel
fixed/changed mat on shelter
AmbientSoundPlayer cleanup
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
Actions.CraftItem handles animation internally, exposed param name in item data
Removed animation actions from crafting abilties
spear crafting sound edit
testing a small change to edge scrolling