194,188 Commits over 4,079 Days - 1.98cph!
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
Fixed power substation scenes missing SceneToPrefab tag
Improved Scene2Prefab preprocessing
SteamInventory json generation
Log warning when moving entity to group we are not subscribed to
Only log group subscription warnings if developer > 0
Can now centre or find nearest edge for control points
Folder cleanup old crap warehouse until replacement
Warehouses greybox models and prefabs
Pause editor when Steam initialization failed
Renamed trigger anim actions to match their new param types (bool)
Added AIManager.DebugLoggingEnabled
Debug tools hook into player controller deselection, too.
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
Added global Animation Debug flag in UnitManager, used in Unit.Animation
Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
Fixed NRE when editing item
Added ActiveBehaviourConditionSettings
Fixed uncompressed normals wrong green
converted crafting, hammering and chopping triggers to bools
Fixed Rock skin
Fixed not running culling client/server only components properly (untested)
Fixed Water Purifier skin
Client keeps track of subscribed network groups, warns when something fishy happens
Network++
Energy Consideration curve tweak
TribeMemberActivityTrigger tweak
Play on break for the off animation allow us put it after Consume One, and it looks much better.
Consume from dispenser now looks slightly better, but still not perfect.
Rev 1532 killed ground fx for vehicles. Bringing them back while also keeping Paul's changes.
Fixed issues with vehicle going between active/inactive states
In-vehicle state changing work
Re-working how combat kill activity is recorded
TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
Shops now work again (IItemRequestReceiver)
Names config, wearable condition fix
Some UIElement/Screen/Widget refactoring, added support for widget isolation
Moved crafting and building modals to their own widgets
Automated Linux DS Build #454
Automated Windows Build #454
Automated Linux Build #454
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
Dispenable interactions no longer get names from their wrappers