198,635 Commits over 4,140 Days - 2.00cph!
HL1 Shotgun, Apache and Osprey compile and work in multiplayer
Fixed GroundWatch on entities that are parented
[D11] Updated debug god mode button to send changes to server, OSK will update console command display on debug UI page
[D11][TUTORIAL] Temp fix for AudioSettings.Reset causing crash on config load
[D11] [UI] Added tooltips container so we have an isolated area to spawn tooltips. Adjusted tooltip visuals to and changeover to TextMeshPro. Fixed MenuAnimationHandler throwing warnings when attempting to set trigger on inactive or disabled animator.
[D11] Removed legacy autosprint code, disabled sprint on looting, prevent console writing cfg file (temp)
update WIP currency UI, getting latest
merge from main to tutorial auto test branch
[D11] Added a method for retrieving a list of store items, tested with a "Skins" store.
Storage boxes drop their items at the last position they took damage at
[D11] Add a Request to Get a List of Catalogue Items.
Don't do server side bone attachment stuff with "closest" bone
Hooked up upgrade buttons to open a list of upgrades for that upgrade type.
Show preview meshes when mousing over addon and upgrade buttons.
Remove nut suffix again, fix purchase quantity
Hold left shift to keep spawning stuff in debug
Fixed building addons not setting pos/rot correctly
Fixed player command FX NRE
[D11] Refactor of Platform Services to return PlatformApiRequest's
Added overdraft functionality.
Added overdraft/balance details to finance tab.
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[D11] [UI] Fixed Controller Icons class to now be a singleton object in the scene rather than a static class. Added in the build pipeline checks and Unity Editor defines.
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[D11] forgot this with
30544
Fixed the LOD bugs.
Cleaned out clutter.
adding steam currency media
item customisation tiers pass
Adding PCCriminal to a game mode now automatically also adds a crime manager. Should prevent some confusion.
Clear erroneous prefab assignments
Didn't realise in my earlier commit that 'HUDPrefab' is a custom HUD prefab, not the main one. Fixed here.
Keeping it moved to the main NetworkGameModeBase class through, as SerializedFields get lost when they're inside #if defines and the active define changes.
buy currency UI pass
end of season panel team colored element
Crimes were buggy in listen server mode since the CrimeManager had only one instance. Made it a manager on NetworkPeer instead. Did some refactoring and cleanup at the same time. NetworkGameModeBase's "dependencies" list is now called "managerPrefabs" and can be used to add any number of custom managers, much like how playerComponentPrefabs adds any number of custom PlayerComponents.
Fixed potential Influence.Update NRE