198,693 Commits over 4,140 Days - 2.00cph!
ClientBotConfig empty constructor
GameHost.OnClientCmd now outputs the cmd type that was received for an invalid GI.
Added more client bot config options:
-CmdIntervalMin/Max
-JoinMatchMaking
-RejoinMatchMaking
-If no steam IDs are specified, will assign each bot a steam id based on Environment.TickCount + i
UnitAttachments unfuckery
Fixed unit inspector tabs hiding themselves
Added bool to BaseUIObject which defines whether or not we use the first available top level Tweener component for state animations and callbacks (defaults to true, set to false if you want a tweener on the top level that doesn't drive the element's object active state)
Group progression init cleanup
Unit inspector tabs. open from unit frame WIP
Fixed cargo ship overriding player's network group when loaded from save
More building persistence and container fix
UnitAnimation and UnitAttachments pooling fixes
Added support for rect/drag command flagging via the command UI
Reset entity interactable state properly
reworked school hat and created new materials and icon. fixed missing avatar layer specification on beer_hat and baseball_cap
Fixed cargo ship sub entity saving flag disable
Replace GI thread with async+channels
Fixed command buttons not working
player loot panel slot fix
skin approval again
only send tile cursor hover event to server after hovering a tile for 0.5 seconds.
Don't bundle disabled scenes
hot air balloon progress backup
[D11] Frontend visual update & support for non-looping carousel
Fixed fleeing getting stuck (although it's still a bit janky)
State cleanup Tree, Trap, Wearable, Growable, Resource
State cleanup ItemContainer, ItemAttachments, Decay
Fixed NRE in dynamic cover points.
EntityComponent.Enabled checks parent entity != ull && enabled
Entity destruction cleanup as coroutine
Fixed per-platform texture crunch/decrunch in asset fiddler
Fix game instances not being removed if players disconnect before saying they're ready
range finding markers on 8x scope
fixed cargo ship and its rhib saving
Fixed entities being disabled when created by the pool factory method
[D11] [UI] Take all items from loot panel action implemented
Fixed settlement setup NRE