190,958 Commits over 4,049 Days - 1.97cph!
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[D11][UI] First pass of note panel
UI widget editor bits, removed CloseOnEscape component and replaced with functionality in UIWidget
Debug editor bits
[D11] Add the PS4 Common Dialog plugin before I forget
bulkframe files and prefabs + texture variants
Facts debug slightly more informative.
Goals can now have goal overrides and goal plan overrides.
Building Goal overrides idle Goals.
Fixed next interaction being able to override itself.
attachments editor cleanup, spear data
[D11] Fixed class name for serialization
Fixed GameMode dependencies not getting cleaned up when quitting as client.
Fixed PlayerComponents getting added multiple times when a player reconnects.
[D11][UI] Missed added file
[D11][UI] Highlighted equipment will now display changes to values
unfinished altar stuff, mostly checked in to get out out of my added list in plastic
Added folders etc. to be able to start adding asmdef to all seperate game modes.
spear attachment point offset data
Platform stuff, rebuilt cust DB
Update entity view LODGroup.size at runtime via debug flag, expose value to data browser
Fixed some init order issues that were breaking things once another player joined
wip click-through tiles.
fixed burner not having a collider??
gameplay layer collision matrix changed to have no collisions with other layers.
forklift colour is determined in detail map layer of material - added mask texture
material ID re-ordering fix for static bradley
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more WIP because shit's complicated
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Fixed criminal init issues
Fixed PlayerComponent adds properly
Getting PCCriminal working
Made a base PlayerComponent class. Don't need IPlayerComponent anymore since we can reference PlayerComponent instead. Still need to finish sorting out PCCriminal.
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