192,569 Commits over 4,049 Days - 1.98cph!
Latency values that actually work
Fixed people continually switching hand when trying to free up both hands.
[D11] Socket setup data for xb1
rebuilt fabric clothing item view models
added chest and legs to weaver station machine process to make them actually show up under the crafting menu
trying to make clothes craftable from weaver statin
Fixed bug with network trace
Remove scoreboard from main menu again
More scoreboard stuff. Let payer keep moving etc while scoreboard is showing
Gang UI views showing new gang icons correctly
A UI merge has gone bad somewhere at. Removed some stuff that shouldn't been removed already - fixes the missing script warnings
Fix scoreboard sizing bug due to Destroy's one-drame delay
Scoreboard optional fake data generator
Grabbed relevant materials from
27740
Enabled gpu instancing on a few hundred materials
Better scoreboard sorting
Fixed and optimized volume bounds att calculation
Scoreboard sorts entries per group
Removed fog volume radial distance option; always true
Added fog volume edge bounds attenuation, smooth fade-out at vol sides
Fixed fog volume clipping to background
Fix stats clearing when a user reconnects within a round
Item slots managed on unit inspector base component, so will work in all tabs
Stockpile debugging fuckery.
TakeOne interaction now registers the harvested item to the blackboard container if there is one.
Merge from main
Decay icon color, item drop sound to config, paperdoll hookup
Stat bars can show raw or %
ocean paths are now optimized and smoothed
ocean paths now shrinkwrap to the island based on depth and distance from terrain
two ocean paths (near/far) are generated and cached at startup (TerrainMeta.path.Ocean*)
Update portrait clones on clothing change (this is shit and needs some refactoring)
Inventory drag and drop icons (drop into game view to take off/drop items)
removed null consideration