193,196 Commits over 4,049 Days - 1.99cph!
Updated keylock phrases to reflect a key is no longer required
Phrases
Adapted craggy to test ragdolls.
Taming the ragdoll physics WIP
Using IBuildingUnitUser in building ownership. Removing character references. IBuildingUnitUser is now an interface on the owner PersistentPerson rather than the character since it's the person, and not their current character, that really owns a building.
shortened the delay time before bringing the shield up after swinging a sword.
Committing v_semi_pistol reload meta file since nobody else is
Merge from network_lerp_2
Send out player position ticks in the same frame they've been received (reduces peeker's advantage)
Held slot preliminary work.
Necklace slot isn't called Necklass.
fix for worldmodels not animating when reloading.
fix for 3rd person reload animations not playing
Disabled life story (temporary client crash hotfix)
Network++
Target filter caching stuff
Target filter caching experiment
Replaced some dateTime comparisons with garry's nifty TimeSince thing
Stat.OnMaxValueChanged invocation gated by designer exposed threshold
Morphs optimsations
Same caching for TextMeshproUGUI
UIWidget caches scrollRect components and toggles them on activate/deactivate
Canvas settings, added canvi to some subscreens
EntityEx.IsInView stuff removed, now runs in EntityManager update, sets BaseEntity.IsInView property every frame
Replaced all RectMask2D usages with Mask
UnitView hides unskinned _meat renderers
Douglas Fir snow variants