199,199 Commits over 4,140 Days - 2.00cph!
Fixed crafting orders not actually getting added to stations from the UI ;o
Safes spawn in weapon pickup buildings. Modified building free space finder to not need units
Always refresh button states on menu after changing screen
Entities now maintain a list of new observers. We can know determine better if an entity is spawned on a client.
Crafting order cleanup, Condition.HasOpenCraftingOrders NRE fix
Fixed NRE when weapon switching.
Fixed building inspector tabs not working properly (occasional index out of range, empty tab content) when selecting a crafting station before selecting other buildings. Inpsector now displays first valid tab for the building type
Fixed some missing fields in the need inspector
Fixed needs that are not valid for use being triggered
Definition.GameReady checks virtual IsValidAndGameReady method
Fixed Definition.GameReady array not being properly populated (checking IsValidAndGameReady during warmup)
Completely removing overspawns ????
Fixed skinned mesh renderer bounds not always refreshing when rendering icons (could lead to odd icon scales)
Rebuilt all skin icons
update temple map lighting
adding layer to separate lighting element
tweak space environemnt model to avoid UV distortion
tweak post process
Fixed recurring GC allocs in postopaque, deferredext, water, atmosvol, TAA, bloom and articulated occludee
eliminated GC allocs from nametags
removed GC allocs from hostileNote
removed GC allocs from LookAtPlant
Checkpoint ordering stuff for predefined checkpoints. Will support random checkpoints as well.
Random race checkpoint generation
[D11] UI Controller support and additional support files
Some changes to auto checkpoint generation. Try to find some tall buildings to go up - but not every time. Fixed a bugs in the free space finder as well.
[D11] Fixed missing D11_CONSOLE_PORT defines
Updated impostors to latest
wip placeholder objective UI setup
moved to left side (forgot about the killfeed)
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Eliminated GC from TOD image effects