192,967 Commits over 4,049 Days - 1.99cph!
Fixed tooltips persisting after radial opens
Fixed GroupNeeds activity being generated before game ready
Various UI work
UnitView.OnValidate ensures FogOFWarUnit is added to all prefabs
World initialization logging tweaks
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removed legacy barricades in mines at MT
wip entering squad editor from practice map screen selection
Map files contain world size so custom maps can be any size
Fix to Powerplant puzzle flow
hid current unit list bar for now
squad editor fast play button
Preserve custom map file name when saving to disk
Fixed world cache cleanup for procedural maps
fixed opportunity window not outputting the correct result....hopefully...
Fixed bug with adjusting state during CSP
Fixed Hapis broken industrial buildings
Updated all shaders (recompiled) and added support for $treesway (cl_tree_sway_dir only for now, Alien Swarm version)
Force culture to invariant culture so console string parsing isn't fucked in some countries
Fixed some shaders not compiling due to missing dll
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Fix to Airfield puzzle flow
Reverted generators player pos transforms across levels unless using a different transform location
Updated shader build scripts to work without source sdk
Added CTakeDamageInfo.__tostring
CTakeDamageInfo.GetDamageType now properly returns an unsigned int
Added DMG_SNIPER and DMG_MISSILEDEFENSE
update fast foward and continue button from the outcome panel
update ingame menu UI
fixed sorting issue between the option/chat/ingame menu panel
update fonts
Countdown UI now works properly and reliably, even if users connect during countdown etc
Fix a pretty bad bug in NetworkEntity.RPC
dive sites won't despawn with players nearby
scientists drop sometimes drop green keycards
added audio to blast door and wheel
fixed puzzlereset settings not being saved
Testing skydome Reflection Mode as None
diving tank can be added to vending machine
blue keycard available at compound tools machine
grenades should no longer go through monument walls
hostile activities mark you as hostile for 30 minutes instead of 5-10 now
Fixed missing PersistedEntityComponentData ProtoInclude for PersistedSettlementDesirability
UI prefabs, color coded effect stat changes
Bandit town scene progress
Bandit town splat and topology update
Fix IsTargetDead check to account for player respawns.
Added SettlementDesirability component with very basic Desirability calculation for now
This component replaces spawning strangers with SettlementDesirabilityEvents which are a type of GameEvent that can be triggered by a Settlement.
Added some test data.
Bandit town scene progress
Dredge greybox
Expanded swamp water area
Added Unit stat tooltips, stat manipulation source strings and value display
Added support for conditional options form elements
Added UI scale option (currently limited to the game screen)