198,617 Commits over 4,140 Days - 2.00cph!
[D11] Selected blueprint now switched to TMP additional elements added
update reflection probe area
update logo resolution
Fact provider settings types must implement ShouldInstall(Facts) method for auto-provider creation
Dispenser interaction wrappers can define an animation bool, used by SetInteractionAnimatorBool action
Added AvatarCustomisation.CreateRandomAvatarCustomisationGroup.
AI players equip random avatar customisations (including locked items).
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
[D11][AUDIO] Next round of audio asset fixes and optimisations.
Dropping unneeded stuff AI stockpile filter no longer looking for Profession building category.
Interaction wrapper animator bool test
WaitForTree action rename to WaitForTargetDestruction to match class name change
Lazy bots now get ready properly for new rounds
Stone harvesting AI uses mine interaction
more avatar body customisations
ResourceView setup stuff moved to initialize
Fix the bunch of Destroy errors that came up when quitting in the editor if bots were in vehicles
wire tool clear functionality
Not much to put in PCZGameUser either but I've updated ZGameCircle to use it. Probably some more stuff could be moved into it if we wanted to (like the ZGameCircle damage over time maybe).
IOEntity destruction node recalculation
wiretool disables used input/outputs on menu
Fixed repair construction time requirement not being updated during repair.
No longer possible to repair more HP than the necessary amount.
electricity propagation fixes
player deployables and wire entity baseline
Team deathmatch doesn't need anything in PCTeamDeathmatchUser. Conversion complete.
Validate all assets on editor load and script reload
ui has some missing references (old)
Fixed shelter construction
Load the tileset correctly in customisation editor (including board/camera child objects)
lots of Building logging.
adding avatar body customisations
Moved some UIWidget events to BaseUIObject
Context widget closes on callback from root menu element animation
Fixed highlighter sometimes not working on resource views
Removed unnecessary IsFromPool field on views
Fixed lingering context menu label text
Added visiblity and FoW flags to entity debug inspector
Entity view highlighting fixes
Added normal offset control to rust/std+wind shader variants
[D11] minor optimisation, NeedsProcessing was always getting called twice.
[D11] Missing Translation
[D11] [UI] Crafting screen changes
[D11] Disabling config write on console
Converted the customisation randomisation debug feature for footage into a real feature, added button.
Customisation randomisation now applies random materials.
Hooked up server browser etc.