192,321 Commits over 4,049 Days - 1.98cph!
Set up navigation obstacles around new fires at Military Tunnel.
Check if we have a registered crafter before registering to a crafting station
[D11] [UI] added in the live server stats to the pause menu carousel
Fixed that sometimes entities were missing until they sent a new network update when switching spectate targets
HL1 human grunts no longer spam console about forming squads
Removed rendermode hack for transparent entities which didn't even work properly
Cherrypicking missing item loot ui references
Cherrypicking dupe bug fix
[D11] WIP My Games/My Servers
Merge sandbox mode changes
Temporary revert to get things working for now
[D11] [UI] Server define fix in UILeaderboards.cs.
Fixed engine.ActiveGamemode() not returning current gamemode in clientside autorun scripts
Sandbox shows the respawn options UI + method rename
Working on bed respawn UI and functionality.
Remove plan Z loot spawn, get Plan Z and Cops 'n' Robbers to use the new customisable spawn system.
clock icon, indicator tweak
Fixed group members widget not being closed by escape or world clicks
Disabled job prioritisation check in CanPerformJob
Making beds interactable again
FluorescentLight from branch.
Cleanup.
Proplight prefabs.
Fixed crafting AI not working due to ownable/slot changes
NRE fixes caused by some UI element lists getting serialized in building UI
Reduced task assignment FX scale
Fixed icon indicator not showing
Fixed context menu debug display issues
Removed Interaction.SetDesiredBuilding fomr context menu
Added interaction remove/replcaement tools (Before/Tools/Interaction Tools)
Unit indicator has optional overhead icon, action def can toggle their overhead icons in data
Jobs no longer use station assignment/ownership
Added action visual FX support
Added context menu data debug in UI widget inspector
Added combat target line + highlight for selected units
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UI order
Reduced strength debuffs on hunger related effects
Nav debug
Task popup NRE fix
Activity feed style widget test
Building widget UI scaling fixes
Stone harvesting sounds
Berry bush completion sounds
NRE fix caused by AI Action not nulling completion sound bundle when pooled
UI interactables no longer get command evaluation for context menu
Fixed RMB not flagging resources when player has no units selected
Fixed NRE in rowboat wake effect
Finished most of interaction code
Toggled gerstner back on; integrated w/ interaction
Changed rowboat prefab to use interaction-based wake
Added native path entry points
Dispensables can define a sound on action completion