197,738 Commits over 4,140 Days - 1.99cph!
Fixed building inspector tabs not working properly (occasional index out of range, empty tab content) when selecting a crafting station before selecting other buildings. Inpsector now displays first valid tab for the building type
Fixed some missing fields in the need inspector
Fixed needs that are not valid for use being triggered
Definition.GameReady checks virtual IsValidAndGameReady method
Fixed NRE when weapon switching.
Crafting order cleanup, Condition.HasOpenCraftingOrders NRE fix
Entities now maintain a list of new observers. We can know determine better if an entity is spawned on a client.
Always refresh button states on menu after changing screen
Safes spawn in weapon pickup buildings. Modified building free space finder to not need units
Fixed crafting orders not actually getting added to stations from the UI ;o
Cherry picking all skin & bundle changes
Fixed skins still downloading even if shipped with the game (regression from 28022)
Working on weapon pickups, signs, stuff
Added small and large empty lots to act as starting points for race mode. Added missing map icon for road ends as well.
Updated icon render script to render explosion (WIP) icons (explosion FX will need a pass anyway)
Added culling.debug filtering by camera culling mask and debug layer filter
Fixed imposter billboard orientation in shadow pass
Crafting order refactoring; simpler pooling, no longer remove orders from stations until they are completed or cancelled
Crafting orders can be cancelled from the station UI
Updated all Hapis old caves, tunnels and sewers to use culling volumes
Cargo ship hull progress backup
Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty table where they used to return nil
more objectives stuff, UnitCombatData, HCD parsing, DamageTracker
crew building exterior progress backup
Added an additonal LOD level to wooden cabins
Removed gaps between planks on LOD2
Fixed menu button states
Fixed Actions.AskToJoinGroup NRE
Added prevent_building_cube and prevent_building_sphere prefabs (custom maps)
Added static lanterns next to shopkeepers
Underwater crates sync position
Radtown loot prefabs respawn automatically if not spawned via spawn group (for custom maps)
Rebundling textures so future additions only require 1-2 bundles to be changed
Bundle assignment algorithm update
crew building exterior progress backup
updated grabber prefab/model/rig to fix the ghost shader problem with the attack anim
updated grabber attack, extended the arm and removed the line renderers
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