198,699 Commits over 4,140 Days - 2.00cph!
UIAvatarControl wip.
Refactored some avatar play anim stuff.
Renamed animators on AvatarView to be clear which is which.
Avatar items now get set as children of the actual model transform, not the top level transform.
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Building requirement fact provider ignores disable ents
Fixed some target filters using bad building categories
Removed "Fire" building category
Removed incremental compiler
Entity LOD size test
grass clothing texture is more grassy and less leafy
Fixed some issues and NREs
Removed criminal references, character property is now abstract
decay tex on grass clothing material
Set up criminal as a component
Starting clothes have reduced durability
[D11][UI] locker screen implemented, swapping and temporary equipping lock screen
more hover/targetting fixes
increased sample radius for building requirement provider
Fact provider settings specify a Blackboard write key array.
BuildingRequirementFact writes to the container key.
Fixed issues with how Entities find their dependencies. Keep an eye on this, it could blow up.!
seting avatar camera for the menu
[D11] Audio sound asset optimisation progress.
Remvoed nma.warp call in UnitView.Setup (caused warning spam re navmesh agents)
Fixed BuildingRequirementFact not doing grid entity sample on first run (track run count in base type)
Bullshit to cache animator params
Print debug text when activity has no data for notifications
[D11][UI] Switched loot panel headers to Text mesh pro.
Implemented fridge and fishtrap panels.
Added panels not in lootpanel scene to scene
Moved expensive animator param caching from warmup to unit data validate
[D11] Add in NpToolkit plugin for Sony
BuildingRequirementFactProvider accounts for registration of entities to the building container
[D11] Update server analytics to use new telemetry service.
alternative skins for water drum into biohazard one, alt pallets skin (blue)
progress backup cargo style 2