193,164 Commits over 4,049 Days - 1.99cph!
Added generic sitting 360 pose (hands not gripping chair) and added to player animator
"anim" type SENTS now are properly credited as inclictor and not attacker when thrown into a player with a gravity gun
Added quick search to Material tool
Added translations for sky/fog/sun editors and bouncy ball and fixed translation for gmod_light
Bandit town / updated dredge structure
made stonepile visual depletion work
Disabled cooking on a stick
proper stone pile view model
Junkpile Scientists are again hostile to those that get too close.
Improved range accuracy when collecting sensory data.
UI scale test
Moved preview renders to Assets/
BEF-276: UI scaling option doesn't get saved
Reshuffling some AI Module priorities.
Added some animals back to island 1.
Added shader graph package
rock pile has vertex colours so can deconstruct when items are picked
Added convar to enable/disable foot ik for NPCs.
Improved offset in navigation agent, a cheap way of making NPCs hover less above the ground.
Added a UI indicator for people who are homeless
Added depositing to the rock harvesting goal so that people are more likely to deposit the rocks instead of going to gather something else
Fixed player hud getting stretched.
BEF-280: Homeless people notification doesn't ever go away or update to account for the people who now have a home
Removed "claim a home" AI
renabled global UI in scene
TerrainMetaInspector NRE fix
ProjectVersion.txt (2018.1.5f1)
Terrain inspector resets painting mode on disable (might be bad 4 petur pls let me know)
UI menu on a couple more screens
Actually got a menu system working nicely for the extra game mode screens. Removed GameMenuOpener. Instead, SimpleMenuNavigationController is a fairly basic UINavigationController subclass that allows opening a menu, and other UIViewControllers can subclass it if they want to also be able to open a menu and push/pop stuff. Works better than moving push/pop into the main UIManager because it still allows the whole stack to be cleanly cleared when the view changes.
Saving some partially-complete navigation stack work for posterity, but going to try something else
Finished water refactor for the most part, w/ all new features now working
Ocean, and other water bodies are now a separate game objects from Water system
Water reflection probe now created at runtime
Fixed probex in edit mode
Fixed deferred decals adding cmdbuf multiple times
Nuked deprecated script
Fixed GPV's module score being set to the score of the entire GPV instead of just the module.
People on stone gathering duty will now harvest from any dispenser that provides rocks.
fix for weird box behavior on rhib
compass no longer displays over inventory
re-enabled stranger and raid spawn points on island 1
BBQ exploit fix
Small refinery can no longer be fully submerge underwater
Re-enabled the spawning of some key items and resources
Don't spawn ViewSpawner on inactive transforms
compass button added (default c)
menu options for compass off/on/toggle/hold
initialise Settlement Morale at 1 so the settlement doesn't instantly surrender
update particle shader model 3.0 > 3.5
Updated LZ4 (second attempt)