135,757 Commits over 4,444 Days - 1.27cph!
Added a text search box to skin selection on repair panel and crafting menu
BaseCrane missing base.InitShared added
deer hunt objective text
only allow acceptance of mission if no active missions
adjust hunter conversation
Just Unity Things (may fix mission NRE in standalone)
military tents macro texture polish
Changed dweller prefab family to be deep corners instead in module_900x900_2way_moonpool
military tents progress backup
Fix main camera exception when opening workshop scene
Target hit point calculation using chunky raycasts
MLRS basic range calculation. Assumes a flat world though
Coding standards, add private keywords
Client-side smoothing for the rotator position and other tweaks
Removed a method from BaseMagnet that wasn't really doing anything
MLRS driver can now rotate and raise/lower the weapons platform, and the movements sync to the client efficiently (needs smoothing though). Protocol++
Integrate the isSpawned check into the base VehicleFixedUpdate call. Remove it everywhere else.
bugfixes, longer time limits on missions
apply mission conversation to MissionProviderOutpost A/B
Hunter conversation
NREs and bugfixes
new missions
save/load bugfixes
move mission saving into playerstate
Fixed dances not properly cancelling when mounting seats that don't allow gestures
Generic fabric texture sets for military tents
Military tent macro textures, mask and tent materials
Add additional early-exit checks to SubmarineOverlay, including one for when in debugcamera mode
Revert the revert of
64459. Doesn't seem like the Screenshot Camera changes were the real issue
Don't accept change tab input (tab) on developer tools if the developer tools aren't open
Added font auto sizing to item description in crafting menu
optional autocomplete objective
optional progression of objective if inactive
double vision is now double vision
More work on water clipping plane.
Terrain work around new western twin lakes
Precalculate map for WorldPositionGenerators listed in the MissionManifest
Auto calculate map for WorldPositionGenerators that haven't been calculated yet
Allow using WorldPositionGenerators as a position type in missions
update ddraw for worldpositiongenerator
checks for mission repeatable on fail/success
show mission time remaining on HUD
always fail mission upon death