192,985 Commits over 4,049 Days - 1.99cph!
Big refactor to how game modes run. Will be some bugs, but this is better. Bit more like Bill F's original zombie mode as well.
a million mounted fixes, upside down vehicles, recoil etc
multiple seats for ch47 and sedan
added swapseat command
update mod inventory panel
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
Added toggable core/skin shader scatter+occlusion+bent normal composite to scatter map slot
Added core/skin shader AO strength factor
Added tri-ace AO-based horizon specular occlusion by default; all core shaders
Added spherical gaussian based specular occlusion using bent normal + AO; only core/skin for now
Updated core shader inspectors to display warnings regarding texture color spaces
fix what's new panel
Tweak editor panel windows
Bypass movement antihack detection for now
Fixed FP API public key (was rust's)
Move items.asset into an assetbundle
Rebuild manifest
AssetBundle splits
updated chinook client collider
Print asset bundle paths on boot
InteractionSettings can specify a command execution mode for player commanded interactions
Added BehaviourSettings mode to RequiredAttachmentPointsCondition
Dance interaction now scores diplomacy relations
fix unit detail view panel
Simplified billboard rotation
UI tweaks, inverted decay readout
merged new career creation flow to main
full save/resume/career creation flow now works, via creaction screen (cancel/create buttons work, but creation details don't yet)
add things to stockpile on load
Fixed Corpse.PostLoad settings isCarried on the view's animator when it shouldnt
Ruined my wrist by painting field topo masks.
Fixed PooledAudioSource.ReturnAfterPlay not working
AudioManager per sound type pool sizes
Scene stuff
Project settings & proper icon
various magic casting animations
fixed melee attack animations
Found AudioListener.pause, using that instead (music and GUI sources use .ignoreListenerPause setting)
Better audio source caching
Audio sources are paused when timescale is set to 0 for any reason
LogError instead of normal Log if save files are invalid
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update