198,617 Commits over 4,140 Days - 2.00cph!
Added GenericPersistedDataStorage, used in fact provider persistence. Allows for saving/loading of common value types without having to define fields in a class for protobuf (float, string, int, bool)
[D11] fix for in-game options menu starting off enabled. Once you opened and closed it, it would be disabled, but until then we would be processing it all the time, just not drawing it since the alpha was set to zero.
[D11][TUTORIAL] Removed unused script from object
[D11] move the save game routines into bootstrapd11 as it was still in the frontend - can't have been working correctly in game (probably doing nothing due to null checks)
[D11][TUTORIAL] Now able to respawn to sleeping bag without waiting
Player task types, completion effects
ConditionalFieldAttributeDrawer supports object ref fields
[D11] Source project for ps4 native SharePlayBlocker plugin
Enabled TOD_Sky probex path for all platforms/apis
[D11] Added calls to initialise and update SharePlayBlocker native ps4 plugin
[D11] Native ps4 plugin to prevent SharePlay
Fixed Entity.GetTable being recreated upon loading the entity table from .lua file when one already exists
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grass gradient to make it pop more
animal hide slot item preview so the building addon menu is less confusing
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[D11] [UI] Began adding image support for JSON parser. Added more comments to classes. Commented out temporary editor-only functions.
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Added DataAsset.ShowUnlockNotification so we can hide some unlockables from spamming the UI
UnlockNotificationsWidget design pass, filter of unlocked assets by that field
Dont show job unlocks
more terrain modifier / action/ tag stuff
[D11][Audio] Completed move of all sound definitions to Sound Def Folder.
It's no longer possible for women to give birth when dead
[D11] [UI] Community Hub now parses button content passed to it from the server. Currently still using static implementation for testing purposes.
Toned down white highlight shader
Building status overlay
[D11] enable offline shader lod stripping (custom engine feature), currently forced to highest quality shaders, rest are stripped out to save memory. Seems to needs shader cache to be deleted before it will work.
BEF-784: Cursor is changing to player command with toggling flag via UI
Building AI is player only
Alive effect drains less mood
[D11][TUTORIAL] Added tutorial pause options screen
[D11] Added method to get virtual currency values for player, RequestVirtualCurrencyAmounts()
Update BaseEntity.DebugName via .Name setter
[D11][Audio] Moving and Deleting Sound Defintions : Ongoing
more icer / tiletopper / conditions
CollaborationRequest uses destructor to return to pool
[D11][UI] Serialize and renamed lockedNavagationHolder
Removed ownership condition from research interaction
attempt to fix missing pipes mat 2 of 2
attempt to fix missing pipes mat 1 of 2
[D11] Define fix & a couple of new translations added
[D11][UI] Rent server guided player flow
Prevent Collaborations component from returning received requests to pool (managed by sender)
[D11][Audio] Started moving sound definitions for easier editing and tracking.
[D11] WIP MyGames - Server button content is now populated, new art assets added and sprite sheets fixed up for use with TMP
procmap offshore monument component
Don't spawn with bed by default