192,968 Commits over 4,049 Days - 1.99cph!
Added Conditions.CanMountVehicle
Added Conditions.IsInVehicle
Fixed Ability.MountVehicle ability showing up in the radial for everything
Ability.MountVehicle now marked developer only
Collaborations code formatting / cleanup
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Fixed UIElement.Hide without animation not disabling the component
Fixed UIElement.enabled being set before the state tweener had finished
Building construction logging added to debug window.
Excluded a bunch of prefabs from being navmesh considered.
TOD long/lat is in Newport
update logo stuff and career UI
Didn't mean to change tick rate
Variable interpolation clock now handles a long wait between ticks, as well as simple latency
Scene spawns & some tweaks.
New smooth interpolation system for client vehicles, regardless of client tick rate. Some minor issues remaining.
Metabolism spell test.
Manifest.
Spellcasting bool for weapons.
Flagged the staves.
Committing jittery vehicles without smoothing, before I write a new smoothing solution that'll interpolate nicely between ticks
Shield orientation stuff.
Target healthbars visible at a proper distance.
Cars run at the right speed again, but with some physics issues. Going to tweak things.
More flexible Scientist spawns.
Missed one distance to sqr distance convertion
Slight improvement to scientist reload on spawn
Should no longer be possible for buildings to have more registered items than required.
Various progression data changes.
Fixed Ordered Item selector.
Fixed consume from cooked corpse playing eat anim before picking up meat
Moved editor shader globals update to WorldManager
Fixed container attachment points array being empty
Fixed Container not being initialized by Stockpile or ItemContainer
Simplified Container's attachment point system, log error when we couldnt find an attachment point for an entity
updating team logo stuff (still not working but not breaking anything ~)
tweak career UI (scroll view speed etc)
Added GameOverReason value to UI when the game is er... over
Machine no longer implements IContainer, instead MachineProcess owns an instance of Container
Added ContainerParameters class for configuration of generic entity containers, used by Stockpile, ItemContainer and MachineProcess
added keys for all fingers and thumbs on frames 0 7 10 15 22 25 and 30 for animation human_craft_at_table
fixed equipping items from containers
DepositEntity Machine mode now requires MachineProcess read from blackboard
BaseEntityRef stores settings, is asbtract. Added UnitRef, EntityRef
Added BaseBehaviourSettings.IsDeveloperOnly, which we check in playerController's command evaluation
Totally important free camera controls UI thing