192,975 Commits over 4,049 Days - 1.99cph!
Dredge texture/UV update / Added railings and hanging tires
Removed entity destruction debug log
Fixed researching action ending too soon to get the research finishing bonus.
Fixed 1 minute's worth of extra XP being awarded.
Crafting widget dictionary key fix
Crappy role selection idea
Settlement level up flag fix
3rd person paddle anim source update
source vm jackhammer files
vm jackhammer placeholder anims
vm animator and prefab setup
Fixed door sound effect errors on static maps
SettlementMorale now compares bravery levels of both settlements instead of number of units
ResearchStation no longer listens to OnMinute when in Global mode
Added new role selection popup window
Added role level, experience to unit info tab
Fixed ResearchStationWidget scaling
Added XP from researching stuff.
Settlement Morale now ticks back up when the conditions are right instead of instantly getting back to 1.
Got rid of perf in hud and added it to the f8 menu
Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
Exposed CraftableParameters item XP reward
Added Sting_02 as settlement level up music pending actual music
Menu nav doesn't need the fancy framerate setting it had
Working on Escape menu for game mode screens
Various spawn related
Removed what looked like a second duplicate fern asset being loaded.
Settlement leader bonus system v1
Removed MRT blending fallbacks (dx9, gl2)
Enabled tod scattering in edit mode
Water refactor for runtime water body instancing, dynamic changes, edit-mode support, multiple cameras (wip)
Fixed the fix and exposed some temporal params
Added trigger and event music bundle data for Settlement Level Up (but it doesn't currently have any music)
Updated GTAO/AO2 to latest; now <1ms on gtx 970/1060 at 1080p
Use settlement at position of camera target instead of nearest to camera to display settlement info
Fixed compass modifying material asset
Notification popup cleanup, title text
Better client replication of carrying state. Show in HUD you're carrying item. Item gets disabled in FP mode.