193,011 Commits over 4,049 Days - 1.99cph!
Fixed field rocks sometimes partially overlapping the outermost objects of monuments
Updated Steamworks - servers rules queried directly instead of via Steam interop fake vtable bullshit
Don't return in Navigation if CalculatePath fails
AIAction tracks timeSinceActive, used in ItemAction to detect elusive stuck in pickup bug
Fixed Items.TryPickUpItem not passing animation bypass arg into TryPickUpItemToContainer
Exposed BaseEntity.Debug in debug tools
Fixed water depth mask affecting shading on rowboat; updated water and rowboat prefabs
Major cleanup of decision making; moved everything from DecisionMaker+Decisions to static DecisionsUtility
TargetFilterUtility is no longer static, now pooled
Added animal_ignore_food convar that default to true (server optimization).
reworked opportunity generation form being a % chance every week, to a random interval.
serialze next opportunity trigger week with career.
Use the correct DecisionMaker method in target filtering first mode
Fixed some particle shaders vertex lighting not handling spotlights; raised light count
Added warning when skin download fails to start (separate from timing out)
Merge from conditional_models_3
fix for continbue button in career match outcome taking you back to career save slot screen
news item for mod purchases
NewsItem can now take a CareerUnit parameter too.
NewsItem serialization for unit ref.
Clicking a news item with a unit reference will now push a unit view on to the UI stack for that unit.
Mounted scientists don't share target with scientists that can't see that target.
news item for new unit purchase
Fix feet direction of mounted passengers in vehicles.
reduced default music volume
audio for player cash transactions
sound effect for equipping mods
refresh roster unit list when adding a mod to a unit in unit view
Scene
More spawn fx for npcs
Various scene/spawn related.
update logo customisation panel, adding unit preview
Mine LODs less finnicky.
Wind doesn't tug on the pine trees like a black hole.
Eyeposer and Fingerposer can now be used on Effects
Added DNumSlider.GetText, Set/GetDefaultValue, ResetToDefaultValue
Faceposer changes:
* Context panel now properly clears itself when targeted entity becomes invalid
* Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
* Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
* Faceposer now supports 128 flexes not just 64
* Flex names are now prettier
* The secondary presets (pictures) no longer occupy 3 rows even if 2 or even 1 row is populated
* Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
* You can now middle mouse click on a slider's knob to reset the slider to its default value
* Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
* Improved the flex list so that the text is now cut off on the bottom
Scene
Some NPCs make a sound when they first spawn.
fixed left hand IK sometimes getting stuck
grass displacement on rowboats
fixed logo background random rotation
fixed squad editor unit mod slots
Autoturret sound perf improvements
garage door will not completely cull at range
added a new opportunity outcome type: OODurability - modifies the durability of a random unit in the player's roster.
added a Mechanic opportunity using the new durability outcome. Gain or lose.
increased the amount of cash won or lost by the Gamble opportunity.
added UnitRoster.GetRandomUnit()