192,970 Commits over 4,049 Days - 1.99cph!
Messing with level loading + fixing NPC manager singleton woes
Added some damping to the shield animator params on the PlayerModel
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Fix for NRE that could happen as player was disconnecting
Interface work, mostly preventing ambiguous calls from combined interfaces
Fixing unfinished/broken stuff in NetworkEntity. Got one more thing to fix in ItemTradingEntity
More wall placement fixes
Added lots of new shit from tests.
Compile fix, wall placement fixes
Added single-pass cube shadow mask for main dir light
Fucked a load of shit off
Fixed vehicle instability in listen server mode
added prelim new facial and eyebrow strands to hair strands maps and updated materials, re-mapped existing styles to compensate for new maps
Wall placement validity checks
Building placement full reset between session (fixed errors when starting a new game while placing a wall)
Improved car entry interaction
tweaked chainsaw positioning when attacking
Stamina bar turns red when low.
spas12 prefabs and sounds
Building placement/completion FX bits
Knowledge overlay widget no longer requires a selected unit, also filters entities by BaseEntitySettings.ShowInKnowledgeOverlay
Building status indicator UI basics
Cleaned up CameraOcclusion and removed the debug line drawing
Fixed relationships not loading properly
Cleaned up Relationships persistance, using UnitRef to avoid issues with dead units when loading a saved game
Unlock notifications auto-hide after a few seconds
update logo generator to avoid duplicate model
Fixed NRE in Item.PlaceItem
Fixed "skip to morning" feature not re-enabling physics simulation...
Fixed NRE in TooltipWidget when the target building has an addon under construction
Removed EntityInspectionWidget's hardcoded management of building panel visibility; using HideWidgetsOnActivate instead
Fixed UI being interactable when invisible (via F10)
Fixed FuelToEffect process not showing in tooltip
Added generic value readout UI element, used in tooltips to show building requirements, machine process status etc
Updated Facepunch.Steamworks
Added misisng PersistedEntityComponentData protoInclude for Vehicle.PersistedVehicleData
Fixed skybox mismatch with reference
Fixed base env reflections
update amplify shader
randomize team color
Fixed NRE in Item.BuildDescriptionString