193,025 Commits over 4,049 Days - 1.99cph!
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()
hooked up career exit button, enabled it.
reworked career mode enter/enable logic, enter-exit-enter flow now works.
NPCs should now respect gun restrictions on mountables.
Disabled grounded npcs seeking out vehicle mountables on their own.
Support for seeking all types of mountables in NPC behaviour ai.
Player league fixtures now get get reordered by team difficulty (so generally each match is harder than the previous)
Added LeagueFixture.GetAITeam()
vehicle_flipy vehicle_sensitivity convars
ch47 movement now framerate independent
boat physics optimization
Renamed SimTick methods in SetDestinationSettings from Run.
Handling for 0 destinations in tick.
reworked UICareerResultsTable to use UICacheList
improved rowboat pushing
protocol++
reworked UICareerLeagueTable to use UICacheList
player corpses interact with water
Renamed some profiler samples because Unity
added generic UICacheList class, to handle instantiating UI item lists and caching them, growing list as needed etc.
Move UIUnitList, UIUnitModSlots, roster view and market views to using UICacheList, so no instantating when switching tabs. Tabs now switch faster.
Disabled phrases crowdin stuff
Fixed weatherFX lerping back in when its already running and used by incoming weather type
DecisionMaker decisions pool is no longer static
Merged weather rain strength and wetness values
Ported back a load of weather system stuff, added some more weather types and improved FX for rain and snow
PlayerController cleanup and attempt to make people tend to more than one fire (Target filter in selector should be in First mode but that causes an NRE, see BEF-82).
More on Scientist AI and Mountables.
Disabled sync position on boat storage and fuel (should automatically inherit group from parent, no need to sync explicitly)
Exposed Name field of SmartObject interactions.
Added SetDesiredTarget interaction.
SetDesiredTarget is default on Campfire.
Fixed npc rotation.
Misc npc mountable stuff.
Commenting out manual navMesh samples in Navigation.IsValidDestination
Fixed NRE in TribeLeavePopup
adding label to mod inventory
Unit.Navigation uses NavMesh.FindClosestEdge when partial path distance threshold fails