199,051 Commits over 4,140 Days - 2.00cph!
No memoverride for shadercompile.dll
clear current building if the current Goal changes
Crafting unlocked when you build the crafting table
optimized the footIK (it ignores the "debris" layer)
Tooltip and unit description text tweaks
Fixed UIElement animation not setting canvasGroup interactable property
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Chainsaw for goosey/ prefab/fbx/ textures/materials
Potential fix for another "_MainTex" UI error
Fixed entityComponent.InternalOnDestroy not being called
Enabled player death database again
Disabled auto-load of last save
Fixed OnViewModeChanged NRE
Disabled pause on notify entirely
Potential fix for "_MainTex" UI error when opening map
Fixed roles widget showing incorrect counts
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
Fixed selected unit widgets activation order causing some fuckery
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Role counts widget, UI tweaks
Start combat activity no longer pauses the game
Military tunnels entrance lighting volume fix
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Updated TTT to its latest version
fixed foot IK spazzing out on Gibs ( eg. loot barrel gibs )
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
Change load order so city stuff that's spawning can use the managers.
Spawn points work again + some other work.
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.
Quiver has pick up & equip interaction
added force complete button to GroupNecessities debug