200,155 Commits over 4,140 Days - 2.01cph!
Clear InteractibleControllers in PlayerController on Reset.
DynamicDOF no longer is AlwaysEnabled (confirm this is ok @billowe)
DynamicDOF now overload Reset to set Target to null and disable itself.
DynamicDOF now is AlwaysEnabled, but checks for Target == null on Tick. Reset override sets Target to null.
Added shadow cascade transition blending
Water jug vm anims, animator, anim events, world model and temp sounds
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Additional profiler samples for BasePlayer.FinalizeTick.Transform
furniture test model added
Updated truck parts, can now swap all items
Use a small buffer for map.pack creation rather than allocating enough space for the entire file (lots of people run out of memory here)
Automated Linux DS Build #694
Automated Linux Build #694
Automated Windows Build #694
Remove debuggy lua stack trace stuff
Automated Linux Build #695
Automated Linux DS Build #695
cutting in alleyway geo and texturing on hex pieces
Automated Windows Build #695
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Fixed manager init
Freezing effect kicks in below 5, not 8
Super dank stat simulator editor
Fixed inactive spawners error on load/start
Added CanPathfindTo condition
Merge from manager cleanup
Buffer source list in AudioManager.InternalReset
resaved beep vehicle max file
Fixed weather events error
Moved ground normal alignment from AnimalView to UnitView
Added "Can Path To" condition to pickup interaction
Should be able to put mixtures in a pot
fixed AK47 viewmodel clipping when ironsighting
backup/progress rocket crane
added new alleyway sidewalk and road material to hexblocks 2 and 3 and added to prefab
StatManipulators now use Asset-based Simulators
Effect.OnStateEnter cleanup, comments
Renamed StatManipulatorParametersEx methods to be more accruate