193,177 Commits over 4,049 Days - 1.99cph!
Restore g_FailedSounds on OSX
interactive garage door / wheel files backup
Enum generation and enum parsing for Stat and Activity defs uses consistent formatting of the asset name
Fixed StatTypeDefinition enum parse using the asset's displayname override
Might have fixed the NRE on load if someone equipped something with RMB
Revert rmb to equip items
EntityInspectionWidget refreshes it's entire contents every 2 seconds
Removed some stats from the EntityInspectionWidget display for units, gave most of them color gradient data
Reduced UnitInfoWidget's portrait refresh stat change thresholds (health and mood tirgger a portrait update when they change by 2.5% or more, down from 10%)
changed hunger curve to match hunger effect names
Force medieval item loadout for builds
Spiderfang; fbx, textures, prefab and materials - materials subject to change - i'd love some subsurface scattering on the fleshy parts
fixed sword lod materials
removed peckish effect to create a period of nutirition where the unit is neither hungry nor well fed
Wooden Shield, fbx, prefab, textures (there's a couple of extra textures for when the core shader is fixed, unless it's the version i'm on) and material.
Wooden Sword, fbx, prefab, textures (there's a couple of extra textures for when the core shader is fixed, unless it's the version i'm on) and material.
Working on a King Of The Hill thing. +NetworkLevel fix for city editing.
AI data save just in case it was important
Reenabled item equipping with RMB from inventory for head/chest/legs and feet slots
Fixed decay text on the item tooltip not being filled in
hollowed out the chinook's collision mesh ( server )
Players spawned via console commands are now added to the active player list (this fixes systems like status effects not working on dummy players, might have side effects?)
Added combat logs for heals
CombatLogUI can now recognize heals and prints appropriate messages
Transitions between different game mode states working nicely
Fixing game mode transition issues
more weather shit, updated unity post stack, ripped out various post components
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
Heal fix.
Loot table tweak.
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Fixed zombie respawn issue, and IsServer door definition spam
Weather types now support multiple FX prefabs
Made it possible to enable/disable the stat manipulators for an Effect in the editor
Hot and scorching effects no longer have any stat manipulations (testing)
Added "GroupEntities" source to CandidateEntityFilter.EntitySources
Changed most building target filters to use Group Entities source
Food storage need no longer requires a specific amount of meat, only that the tribe build a rack, has much lower cohesion drain rate
ch47 bugfixes
added extra seats to ch47
light toggle works with vehicles again
skin approval
Better mana gear in the editor