192,989 Commits over 4,049 Days - 1.99cph!
[D11][UI] Inventory screen survival bars added and vital preview code moved into hud element
mod inventory display scene setup / ui prefabs
Added finance button to career mode bottom bar.
Moved wallet balance to top bar.
Fixed criminal wanted level not clearing properly on the client due to a serialization error.
Unrestrict Finger Poser so it can be used on any entity
DModelPanel now properly works when being dragged by the drag'n'drop system
Clear crimes and prison sentences when game rounds end
Fixed the double spawning of vehicles in new rounds
force toggle timers with 2nd power input
compile fix
always toggle detector state even with no power
spawn locations and default squad for car4 map
Fixed issues with character initial belt slot selection (fixed bot double weapon selection bug)
ceiling light is now electric
tonnes of bug fixes
icons
laser detector
pressure pad detector
door controller
Put healers back in the two default map squads I removed them from.
changed fan bonus / change to streak bonus / change
Only combine meshes in match mode (map editor fix)
created WIP PlayerLine_Halo_B prefab and assigned temporarily to Arena_Platform_B ("Slightly Better") in customisation
new maps get created with filename and meta files and auto titled based on the name field - auto incremented if map with same name exists.
added text input field next to New Map button for naming the map, hooked it up to new map button script.
New Map button now uses the toggles to create a map of the correct match type.
Added toggles for map mode (DM/Control) and if the new map is for career mode next to the New Map button in the map editor. Hooked them up to the New Map button script.
AND/OR/Timer/Splitter deployables
fix for map preview creation NRE when creating a new map file
Can now right click mods to equip them.
Right click no longer closes career modal windows (escape still does).
Merged mod changes to main
Reworked mod serialization.
Added CareerUnitModSlot.Serialization.
CareerVersion++
Career mod protobuf changes.
Rebuilt protobuf.
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[D11] Controller Settings for Options Menu & finished Slider buttons - options buttons can now automatically hide on consoles they shouldn't display on and navigation events are generated to exclude these
Context menu reworked back to vertical standard sort of thing for now
Mods are now all singular and stackable.
Slots are now handled differently to support it.
(still gotta rework mod serialization to handle it)
fixed fake nose mask clipping on edge of glasses, rebuilt confetti cannon prefab so the bone order (?) is correct again
Fixed GroupMemberBehaviourCountConsideration returning trash
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
fix to get career mode starting again
More mod slot reworking.
Merge from main.
refactored out the slot type array ready to use the new Slots setup
fixed normals on fake nose and thick rimmed glasses, rebaked ice cream hat to bake topping directly on to icecream mesh, turned down ball launcher trophy ball glow, rebaked confetti cannon trophy normals
re-skinned and re-exported Matts updated mesh
Fixed errors when trying to return a generic view (group, etc) to the pool
Fixed the issue with the toolbar defaults
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
ran clean up tool on units
Only generate max of 1 type of each mod slot per unit.
Order mod slot appearance consistently across units.
Disable physics on trunks when they hit the ground