199,455 Commits over 4,140 Days - 2.01cph!
monster_human_grunt now uses default values from skill2 for the replaced convars instead of arbitrary values
Made DLabelURL's color functions work consistently to DLabel's
[D11] Analytics server hostname can now be specified on server command-line boot. Defaults to localhost otherwise.
[D11] put neo garlic setting equal to base mode garlic setting, no reason to be higher at the moment
Safety check to not enable corpse dispenser interactions if they have 0 quantity
PlayerUse no longer blocks using when Lua doesn't return a value or returns a non boolean.
[D11] Some Logging for folders on BuildAssetBundles
remove items in campfire if time has completed instead of just clearing the queue (stops the fire getting stuck if you debug add hours)
Fixed Combat.OnAttackHit event returning early when it shouldnt (UnitAnimation now avoids event callbacks when not in proper game state)
[D11][UI] Vending Machine buy screen is controllable,dropbox panel and basic implementation of mailbox screens
[D11] Take out the generate manifest
Conditions.WantsToJoinASettlement now writes closest inhabitant if there is no leader
[D11][UI] Keycode dialog implmentation and start/select button events
split server specific defines out into new ServerDefines
More work on moving NetworkLevel
Cleaning up various bits of code that assume a settlement always has a leader
Settlement creation no longer requires leader selection
server toast broadasts are now behind inidividual defines - math otucomes/league promotions/daily challenges.
added server command to globally enable/disable them all as a group.
global chat and match chat broadcasting are now behind defines, added server commands to toggle each - server can always send chat messages.
Resource.Tree ignores on OnInteractHit events after being felled
Moved more stuff from NetworkLevel to WiseguysLevel. Almost all loading again.
Fixed missing tooltip assignments in the Game UI
BEF-513: Double RMB to jog does not work, issues duplicate move cmd
Updated strafe anims, added crouch strafe aim anims
Fixed UnitNeedsDisplay.Clear NRE
ItemView sets rigidbody collision detection mode in Awake
Moved all the generation etc. to WiseguysLevel
▊▇▅'▅ ▇▍▇▍▍▍ ▄▄▄▆▍▍█▋ ▊▋▉ ▌▆▊'▊ ▇▅▍▌▇ ▄▆▇ ▊▄▆ ▄▍▉ ▇▊▇█ ▍▋▆▌
▅▄█▍▍▄▍█▌ ▊▆▇▇▋ ▆▇▄ ▄▊▇█▉▄▇▉▊
[D11] Missing a bracket on xbone.
[D11][UI] Fix Crafting screen stretching issue
Another pass on making NPCs animate movement on the Cargo Ship without fucking up players.
profiling branch, added some profiling/timing code to a bunch of stuff
Added terrain decal pooling
Added unit view foliage displacement object
Re-enabled context menu on selected/self for manging attached entities (e..g carrying units)
Tweaks to building placement invalid message UI
Fixed ObjectPool NRE when quitting
Fixed char create humans spewing errors on awake
[D11][#2] FaceUpAction will clear itself when inventory changes
Editor pref for disabling auto save
[D11] Enable Linux64 server builds again
Update SQL with missing change
Decal & foliage displacement cleanup
Container registration tidy up.
Container now listens to desired target change and clears registrations if appropriate.
[D11] Fix for LootContainer trying to call steamworks when steam is disabled
Fixed unit view foliage displacement being turned off and not coming back on when culling group vis changed