192,321 Commits over 4,049 Days - 1.98cph!
more Icer work: combat actions, conditions, tag shit, etc.
Fixes to dropping unit AI
[D11] WIP initial support for controller vibration (ps4 only atm)
[D11] [Tutorial] Update to Tutorial map plus Update to Abandoned Shelter
[D11] [UI] Added Leaderboard text translation keys to d11.json. Linked leaderboards to playfab request functions. Updated leaderboards layout.
Building map colors are probably working correctly now.
#74 - draw decals using a material property block, to avoid fighting between SH shader constants in multithreaded renderer
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updated Minicopter poses for yaw,roll,pitch
[D11][TUTORIAL] Temp hack to prevent crash on load + extra localisation
[D11][TUTORIAL] Changed message prompts during find food objective to be passive, unlocked sleeping bag for objective 6
[D11] Fix for settings options
Corporation members can now purchase building on behalf of their corporation. Corporations can now own buildings.
[D11][TUTORIAL] Added message prompt for crafting fire at night
More work on abstracting ownership
[D11] Create server popup navigation and translation definitions
updated uvs on Minicopter planes for blur texture
[D11] Removed a few duplicate assets (they were already in other sprite sheets)
[D11] New art assets for server time display
Added OnRemove function to tile toppers.
Base tile topper remove function can instantiate an effect if specified.
[D11] [UI] adjusted the controller images slightly, and fixed a problem where the header wouldn't highlight properly the first time you entered the menu
[D11][UI] First pass of rent server page and assets.
GameOptionButton button onvaluechanged events changed to send current value rather just been events
Method added to canvasgroupex to allow tweens to automatically deactivate game objects when fished and reactivate them on completion
[D11] [UI] Fixed staff credits screen prefab having incorrect scale.
[D11] Change lightbar (on ps4) to green when radiation overlay enabled
Unlock string updated to include information about required skill level to research.
Mousing over current upgrade toggles the building cutaway.
Removed new house need and associated trigger stuff.
Possible fix for wrong interaction plan position mode due to pooling.
Apply prefabs in addon editor.
Updated addon data.
Added support for -allowdynamicpropsasstatic to vbsp
Added func_detail_blocker support
MAX_MAP_BRUSHES increased to
16384
Fix shop Done button not working
Fix shop UI not showing mouse due to an animation issue that was preventing it from finishing loading
Increased limits:
Entities - 8k to 20k
Displacements - 4.5k to 5.5k
MAX_MAP_AREAS - 256 to 1024
Merge basic new Persistent Deathmatch into Main
Changed persistent deathmatch character. Also ran a Find Missing Asset IDs which seems to have refreshed a bunch of prefabs that had outdated data (not re ID, but other changes).
Move default spawnlists to settings/spawnlist_default/
Change HL1 leech to use its HL1 model
HTTPS for API Manifest
Added bots to persistent modes.
Fix prop_effect bodygroups on spawn for real
Projectile view rotation hack
Disable foliage displacement on items we pick up (duh)
Added decal definitions, pooling, particle system spawner
Created item drop base prefab so drop lifetime etc can be easily modified for all drops at once. Reduced lifetime from 90s to 30s.
Fixed NRE in Senses when spawning a Unit that has no Influence component
BuildingAddonSlotElement NRE fix
Projectile look at world up exposure
InteractionPlanFactProvider NRE catch