192,351 Commits over 4,049 Days - 1.98cph!
[D11] [UI] Added missing client scenes to Bootstrap for PieMenu.
Physics timestep tweaks to make higher game speeds less mental.
Decreased the massive skill gain from constructing upgrades.
Better building construction debug panel.
[D11] Apply Package Settings ON PS4/Xboxone regardless of jenkins build
[D11] Modified texture resize to not modify topology textures - also added more stats about textures changed
Client side ragdoll objects are parented correctly (fixes physics drag effect)
[D11] [UI] Added new in-game Radial Menu display to match mock-up. Added required functionality for it to work. Modified "PieMenu.cs" to work with new HUD elements.
[D11] Try the notifications
[D11] some more build fixes; apply correct defines for a build. Force warmup bundle asset names to lower case, not sure if this is required to will test again and possibly remove.
[D11] Remove jenkinsConfig
[D11] Set some compile options if builds are release/debug
[D11][WIP] Implemented system for UI to consume input. Switched UI code to trigger on Button Up rather then button down. Fix for looting corpse
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
Anims / movement / transitions feel a lot cleaner now.
register dispensable in take all over time interaction
attempt to fix people gathering too many sticks for the fire and then dropping them when trying to deposit
Removed Building.CanDeposit method with bool for accounting for registered. This is automatically handled depending on whether or not the item is registered in the other overload.
Fixed path following of A* paths for Scientists on Cargo Ship.
[D11] crunched textures, compressed animations, a few other fixes for the demo build.
GPV.SetActive cleanup/simplification
NextInteractionData summaries
Fixed the next interaction injector not using the blackboard from the next interaction
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
BEF-422 After clicking craft the + button gets removed until window is closed and opened
Fixed calling SetHoldType too early not updating the hold type on client
Fixed some effects (mostly on NPCs) not working in multiplayer
Fixed shitty editor property drawing
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.
Removed error for null renderers in BMO.UpdateMaterialProperties, instead just skip over them
Tree re-inits BMO on resource view after being chopped down
More AI tweaks at Cargo Ship.
Overriding from next interaction no longer clears the agent's next interaction.
Added interaction clearing to the interaction performing goal plan.
SWEP Holdtype is now updated clientside whenever server sends a holdtype update
Making adjustments to animator for strafe based movement.
[D11] Ignore -buildTo on assetbundles builds
Next interaction reset logging ,cleanup
More tweaks to AI related to Cargo Ship.
Fixed some smart object interactions reporting 0 free positions (plans now hold reference to their position group instead of doing lookup all the time)
[D11] See if this fixed the PS4 Streaming Assets
[D11] Merge texture crunch code + remove caching of warmup assets in AssetBundleBackend as the order of assets doesn't always match the order of asset names unfortunately.
Berry bush texture and material tweaks