198,712 Commits over 4,140 Days - 2.00cph!
hide any previous 8ball outcome bubble as soon as you click for a new outcome
Added Entity/Component OnGameReady callback to avoid messy event listeners and pooling being shit
Added 8 ball trophy script, added anim event to 8 ball animation to trigger outcome, prefab updated.
ConstructionInfo persistence WIP
Graveyard fence and pillar / meshes / gibs /materials
[D11] Re-enable notifications
Dont pre-allocate for all entity types during game warmup
Run render scale in edit mode to avoid magenta screen
added magic_8_ball trophy with anims and materials etc
split previous commit into IsClatterPacket and HandleRacknetPacket functions, actually.
Renamed RaknetPacket to ClatterPacket and inverted the outcomes to make more sense, handle un-handled raknet packets by ignoring them.
Fixed crunch compression not doing anything on ores
Enabled crunch compression on more nature textures (icesheets, ores and overgrowth)
Network player rotation in local space (eyes.bodyRotation instead of eyes.rotation)
Network++
[D11] Ignotre .meta files
[D11] Copy over XboxOne debuggables to build drive
Physics options.
Fix for deconstructing the settlement level up addon not triggering the level up activity again.
Shader organisation, moved some more stuff into always included
Fix for cancelling deconstruction at 0%
always create desires for possessions even if the required item is locked
merge from stockpile stuff
tanning station interaction position data
Interaction position sets can be rotated.
Fixed overlapping positions on tanning rack.
Fixed some AI that was only allowing the original crafting process and not the new non attachment point one.
Validation makes set current building non positional.
Tweaked Scientist grenade throwing.
[D11] Correct path for unity
[D11] merge
28825 from milestone branch (spawn point temporary fix)
[D11] another change from the milestone branch (don't populate the cache here, order of assets doesn't necessarily match the order of asset names)
Some more Scientist adjustments at Military Tunnels.
[D11] Rest of the Native PRX's in symbols store
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Enabled crunch compression on tree textures (except billboards)
[D11] [UI] Pie menu now utilises tweened animations when changing selections. Adjusted size of pie menu graphics to more closely match the mock-up. Changed how certain elements in the pie menu work to fix some visual disparities. Adjusted animations. Added WIP "Building Context" HUD component.
Hapis military tunnel tweaks
No longer able build directly in front of Hapis caves
Add an option for render scale (I think the sharpen post fx doesn't like this)
Get NPCs working + testmap_smaller minor edit
Fixed init order issues with NetworkUser/WiseGuysUser and INetworkUserComponents
Cleaned up all errors in the merge. A lot of casting NetworkUser to WiseguysUser that makes things a bit messy - would be nice if we can get rid of WiseguysUser entirely in the IPlayer refactor. Even if not, we can clean it up a bit more.
Added motion vectors to LOD3 hazmat/scientist suits; fix for distant blurry scientists on cargoship
Forcing important cargoship lights to be always enabled