115,893 Commits over 3,959 Days - 1.22cph!
potential fix for all player types animating with a parent
BaseEntity velocity getters return the correct velocity for the local player
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[D11] Turn off notifications while I work out some kinks
fix for broken CopyComponent
[D11] Remove zip if already exists
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[D11] Remove the zip after copying
M39, lods world model and view model and textures
[D11] Copy the zip to the build drive for before deployment
[D11] remove IP so nobody accidentally attaches to the milestone server, now that the build has been sent out.
Fixed bundle assignments on some cargo ship materials
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Sickle meshes and textures
More work on scientists spawning on cargo ship.
Cursed cauldron meshes and prefab
Fixed vending machine breaking when placed on wooden foundations
[D11] Zip the build of the server
Reverted recent client-side changes to make Scientists animate/orient properly on Cargo Ship (it was too hacky).
Contiued work on Scientist spawns / A* paths / cover points (disabled atm).
[D11] Build.cs and BuildAssetBundles.cs from MS1 Branch
[D11] Fix for Textmesh pro
Merge from d11_console_version
[D11] Use D11JenkinsFile from MS1 Branch
[D11] Fix for issue when loading through bootstrap
[D11] [UI] Updated new selection animation to be slightly faster. Adjusted radial menu textures slightly to increase visibility of certain elements.
Removed cargo ship from iceberg folder
another NRE fix for missing UI element
fixed invisible/unparented rhib storage on cargoship
fixed cargo ship NRE
cargo ship map marker
cargo ship movement improved
cargo ship ladder mounting improved
cargo ship NRE on exit fixed
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[D11][#13][UI] Ingame carousel will correctly close when the player dies or is disconnected
[D11][#14] The furnace is now selectable
Fixed timed explosive sticking when parented
[D11] [UI] Updated Radial Menu Textures with different method for blending between radial and segment glows (WIP). Replaced code-based animations with Unity Animation assets in new Radial menu, set up new animations for menu. Adjusted centre text to be more readable and take up more empty space. Centre icon now matches it colour to the status of the action you have selected to more accurately reflect its usable state.
Cargo ship parenting trigger interacts with physics projectile layer as well
Physics projectiles interact with trigger layer (for parenting trigger)
Don't unparent sleepers from cargo ship
Reverted change for client of remote players from earlier today (and put it behind a convar instead).
[D11] Unique playerID fix + update to Jenkins build to set master/development
Renamed "Physics Prop" layer to "Physics Projectile" since that seems to be what it actually is (for now)
Added "Vehicle Large" layer and set up collision matrix / layer masks
[D11] Output debug build on xboxone as development package