192,344 Commits over 4,049 Days - 1.98cph!
[D11] Construction controls now allow alteration of hight of build. Opening of Inventory and crafting screen altered to allow hight adjustment
[^] Updated Meta Files for Xbox and PS4
[D11] Pie menu Define fix
[D11] We need to copy the ServerBundles
[D11] Fix linux server compile
Feet better align with eyes for NPCs on Cargo Ship.
- Fix stack overflow on UINavigationController when dying while scoreboard is showing
- Remove unnecessary debug prints I added earlier
Fixed bots breaking the scoreboard
Team deathmatch initial work
Recompiled impostor runtime shader
Updated Amplify Impostors to v0.9.1
Fixing some bugs with PlayerBelt, mostly UI related
Fixed char create customise widget hiding itself (dont assign close button)
Normalized curve attribute,
Fixed attribute slider point redistrubtion not respecting the min/max values
Fucked off lerping morphs, just set the bone targets on demand. Added custom ranges and anim curve eval for weight blends
No but actually do what i said in the last commit
Added Apply Layer masking option to standard decal shader
Force customisation unit morphs tick in char create
climb functionality which somehow works
Asset name caching in database init before warmup
Definition.NiceName lazy getter
More player LookingAt fixes
Regenerated enums.
Fixes to make gathering for fire from stockpile work.
Withdraw From Stockpile now checks if we can pick up the resulting item
[D11] Texture meta file change for half res textures + crunch for ps4/xb1
Merged various building gathering conditions into one
Reverted some lost morphs data
LookatTooltip falls back to player self interact menu if entity we're looking at does not have an entity menu
Char creation screen plays animations after trait choices
Fixed NRE when combat anim event is received during char create
Fixed a bunch of issues with Unit.Morphs
Moved OnValidate to non-unity method, added button the base DataAsset editor and "validate all" tool to Assets menu