194,125 Commits over 4,079 Days - 1.98cph!
GameModes now use definition assets, provides session instance
Introduced IGroup to allow for better persistence data support via generics
Entity names are properly saved
Snapshot fuckery
Version++
Collaborations persistence WIP
water bottle now has a gross dirty water viewmodel and can be filled
can no longer action-drink from water bottles or bota bags - must equip
updated item descriptions of water containers to specify their usage
phrases
protocol++
another potential fix for empty boxes
barrels drop 3x as much wood, and drop metal frags instead of 1x crude
potential fix for weird shadows from viewmodel when using flashlight
Moved tweening to plugins
fix for junkpiles not despawning half inside player bases
Fixed pause not using the correct screen
Fixed rare and random building LOD flickering with pool.mode set to 2
Removed some old startup stuff from GameManager
Fixed blank save name files when saving ingame, in editor, with no previous save being defined
Editor tags in IEntity, ECS member overrides (were hiding base singleton members)
Updated NavMeshComponents
New 5.5.xNavMeshBuild
Automated Linux DS Build #483
Ditched StartupUI in favor of the new unity splash shizzle
PointerClickTweener/PointHoverTweener respect selectable component interactable state
Fixed menu buttons having bad tween states
Fixed IntroUI not being mangaed properly and thus blocking raycasts in the wrong game states
Aluminum roof texture set
Warehouses models/LODs/COLs/Prefab update
Automated Windows Build #483
Delete player prefs that store last gamemode/session save name when the files have been deleted
tweaked the flashlight offset on the semi_auto pistol viewmodel
Fixed unit views not being correctly picked based on age + gender, simplified a bunch of related code
Lots of UI refactoring
More persistence refactoring, with better saving
Fixed door animation snapping with pool.mode set to 2
Automated Linux Build #483
* Added Entity.GetFlexIDByName( str ) -> id
* render.Pop functions will no longer crash the game when underflowed
* Burning props no longer ignite their gibs when destroyed
* Enabled full episodic behaviour on HL2 Hunter Chopper
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Attachment Points refactor and persistence
Updated scene / prefab
Fixed analytics in wrong build
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Increased building cost. Shop is non ownable.
unflipped city_hex_20 prefab (-1 to 1 in scale) and flipped road, mm road and ground elements inside, repositioned buildings and trees etc.
Can now only place deployables inside buildings.
Show store price/market price in inventory
Fixed MovementSounds issues
SaveLoad handles file extension internally
added swag sack model to city scene with material
Colourize generator descriptions
Effects persistence improvements and creation refactor
Minor stats refactoring/util