193,167 Commits over 4,049 Days - 1.99cph!
more SetDestination early exit fuckery
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
pivot changes on triangle walls
edited steering pose, added passenger pose, added pose to animator
Added CNavLadder.GetTop(),GetBottom(),GetWidth()
Removed occluder meshes from roof prefabs (unused)
Merge from roof_building_blocks
added error message when trying to equip a mod to a unit that fails the requirements check (can't see it as global message is hidden by career UI atm)
Implemented mod ranks 1-3
Don't spawn bradley while still loading
Imposter is IClientComponent
Halved vehicle modules texture sizes
backup vehicle components temporary textures end
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
WIP status effects on NPC's
team unit point budget wip
Talent available alert in the inventory is more obvious.
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
More checks to stop 0 damage combat logs appearing
Random uncommited prefabs apparently.
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
Info test for game modes.
Game mode client/server better differentiated, and working on KotH capture states.
Fixed wrong weapon root on tooltip being disabled if the item being inspected wasn't a weapon
Condition text on tooltip now gets disabled instead of being set to string.empty
Fixed trinkets not showing armor value in tooltip
Relevant undead use weapon swing animations.
Fixed an inaccurate item description.
Fixed player resilience, ferocity and Crit chance not taking items in the wear slots into account
Fixed Critical Chance and Resilience UI labels showing base stats instead of actual stats (base stats don't change)
Fixed crits being measured as 0-1 on entities and 0-100 in items (is now measured as 0-100 everywhere)
New range of undead.
Manifest.
KotH: Working on a capture point thing
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.
Renamed some things in shaders and moved other things around
Renamed DepthMask component to WaterDepthMask since it's water only now
Added Water Masking toggle to particle shaders used for water FX, to clip them against the water mask
Enabled Water Masking on rowboat water surface FX
fixed hasShield animator warning spam
backup vehicle components temporary textures
Allow character types to have modified movement speed, or unlimited ammo
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl
Nav cleanup
Fixed TimeManager reset not resetting current game speed