193,549 Commits over 4,079 Days - 1.98cph!
Converting prefab stuff to the new system. Updated SceneSaveHook. Untested as this is unused in the project.
Converting prefab stuff to the new system. FindMissingScripts and CheckpointLocationMarker updated and tested.
fixed sam site orientations
Fixed a bug where winners in a checkpoint-based end trigger would get merged together if they had the same username
Sync allies to clients, apparently I forgot to do this
broken ass sam site deployable
AIBehaviour tick NRE prevention, but I don't like it
no inherited velocity on HAB
tonnes of SAM work
tonnes of HAB work
Fixed BEF-626: In tribe create, re-randomising characters creates duplicates on top of the old one
Cargo ship hull interior AI spawns.
Split up saved games into two files (BEF-377)
Restored assignments on the Whacky Races prefab that were lost in the merge.
rebuild customisation DB for fun
removed now unused shit from all the customisation item asset files
Fix unassigned prefab in game mode
Arena ambience is a bit more dense
Jumpsuit mesh/materials/textures (unskinned and missing decals)
Store some stats to the database when the matches finish
made the default platform available again.
added an error stating item type when unable to find an available default item.
[D11] Save ProjectSettings.asset with the d11Defaults defines to test a theory that these being wrong is causing strange errors in the batchmode Jenkins build.
trees are updated to work with imposters
weapon rack is smaller
made american_football platform resource unavailable
added sports trophies and player areas WIP Built prefabs and resources and rebuilt custom DB
Added cpu-side wave sampling test
[D11] [UI] Added checks for D11_NEWHUD to account for it not being enabled with D11_CONSOLE_PORT.
sam sites on top of launch
manifest
Skinning skill added to Skin Corse interaction.
Leader's Hut now has 2 ownable slots to match the number of sleep interaction positions.
Null check in UnitAnimation.
Logging for null DispensableInfo in TakeFromDispenser.
Fixed SmartObjectParametersDrawer.InteractionBody.Instance being of the incorrect type
Unit inspector tweaks
[D11] [UI] Collapsed #if defines into single check instead of multiple to try and fix this build issue.
[D11] [UI] Changing the inventory variant panels to match the mockups
updated tree assets so trunks dont vanish when cut down
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Merge from char inspector
Added debug options to disable pooling (probably best to tick these before starting the game)
Removed missing script from context menu