192,975 Commits over 4,049 Days - 1.99cph!
Made the functional elixirs be functional.
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Small bunch of functional potions and elixirs.
Manifest.
rough pass at multiple players in vehicles
Spells.
Consumable sound improvements.
Manifest.
Improved targeting icon.
Minor fixes for load order
set up the durability on the squad editor UI unit
Fixed EntityComponentSimulator removing event listeners to TimeManager.OnMinute and OnGameSpeedChanged events on session change
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
adding mimmap to render portrait/logo images
updare render portait/shader
Added high precision toggle to probex
Break behaviours with invalid subscriptions
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Unit.Morphs is no longer a default component, disabled on all animals
Fixed potential KNFE when adding an effect to a unit with no morph support
Fixed pause menu not closing when hitting escape
Added logging for behaviour breaks (trying to catch elusive invalid subscription error)
AI scoring tweaks
Chromium 65... scrolling is broken
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Tuned the soft targeting to work a bit better in a crowd.
fixed dragged unit using wrong color in the squad editor
update career squad unit UI prefab
floating cash transaction improvements
figuring out some prep for career mode creation
temp added hair colour test heads to scene to check dye colours at runtime. tweaked dye colours to be more natural and set capmask colours. made style 2 shape more natural and added top layer of split strands to break up light. added new facial hair 01, balanced lighting on composite material
Added Condition.BehaviourRequiresAttachmentPoints, which returns true if the current primary behaviour has any attachment point requirements
Fixed crafters dropping items they have gathered repeatedly and getting stuck in a loop
Fixed CraftingUtility.CraftingRequirementIsMet returning true in cases where it should not (unit holding item, must be deposited to machine to craft)
fixed team text color in the match result entry
GitHub:
* Changed Toolgun's holdtype from pistol to revolver to match the view model
* GetCreator now returns NULL for no creator, instead of nil
* Updated gm_video with console output on start/end, added vid_sound 1/0 to control sound recording, added console command help text
updated Unit_InfoPanel prefab with temporary nickname text.
unit hover panels now show career nickname if applicable.
fix broken stuff from merge
tweaked logo generator setting to avoid cut out in the logo
tweak uni shader to make the color more distinct
update outcome UI
Added a bunch of new entity translations that might show up in the kill feed
test disabling g_FailedSounds on osx builds
added scrolling transaction popups from wallet when transactions are processed
Restore functionality of env_wind for now
Access cards files - textures/models/prefabs
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
NewsItem now takes a parameter for highlight type - none/highlight/critical.
added proto/serialize for NewsItem highlight type.
added test data for highlight types to new career creation.
added opportunity pass/success/fail news items - will add more specific news items per opportunity type later.
added manager name to team definitions ready for career creation screen, protobuf/serialized them.
create random manager names for all teams on career creation. (first + last name combo)
updated team view prefab to fix owner name display, now displays owner name again too.