198,699 Commits over 4,140 Days - 2.00cph!
Fixed DMenu's non self deleting submenus not opening in some cases
Updated TTT to its latest version
NetworkUser stripped down to support the bare minimum.
getting latest for other branch
turned off subd modifier from human
Removed source files commited to wrong repo
Trait picker UI respects compatibility, appends cost and compatiblity messages to tooltip text
Optionally hide stat manipulations from tooltips/other UI
Added missing attribute definitions
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing
human male asset (nothing hooked up)
Removed old networklevel completely
An attempt at fixing remote players not animating movement on Cargo Ship (same solution as for NPCs).
Replaced PlayerCommandTypes enum with PlayerCommandDefinition asset type, commands UI pulls from these assets so its easier to maintain
Added Mine and Chop jobs, updated all resource entities with correct job and command types
A little database attribute prep/experiment
[D11] Merge
28935 + Sleeping bag message
[D11][#8] Generic loot containers are openable again
[D11] add some time to the uniqueId for the time being xboxone only, will cause users not to persist but might help
Skill gain every minute when dispensing
[D11] Try building assets for StandaloneLinux64 and output message in client failure to teams
[D11] Added stats output for comparing console texture METAs
adding hats model/material/icon WIP definition
some file cleaning
Tweaked set network rotation on player client.
Have game modes sync ReadyPlayerSelections to the client. Will let us update player counts on the character select screen on-the-fly
Clear character selection on disconnect
Fix a bug with character selection on reconnect
Less banding on ghosts.
Inactive ghosts use pfx silhouette, but not an outline.
Middle ghost is first pick and you work outwards.
Auto-balancing teams on join
merge into main
protocol++
compile fixes
rhib spawning and detatching
loot spawning
egression
Attempted to copy matrix editor from Unity source but commented out for now because it's no better than our current one
use new lighting on cargo ship
merge from cargo_ship_lighting
Fixed icon rendering on entities with isDynamic set
Entity view prefab processing updated to use new API, fixed Unit views not getting all their APs generated
Compatibility matrix tooltips (still cant work out the weird label cutoff tho)
Fixed update ragdoll button
Units handle their own prefabs instead of using the base def list, no longer enforce view per gender/age combo
Reimported unit views (should fix BEF-521)
UnitAges now UnitAgeGroups, various age related refactoring in preparation for supporting an age slider in char create