198,677 Commits over 4,140 Days - 2.00cph!
If settlement leader leaves or dies show the UI.
Set Leader rank on the settlement leader (this should prevent them from leaving)
fixed raycasting sorting issue on the outcome panel exit button
update temples env
wip career mode file handling to fix some bugs
Fixed massive GC spike caused by SettlementInfoWidget.Assign being called every frame
Default PlayerCamera.HasFocus to true (should fix initial focus bug on steam build)
UI widget state event fixes, (fixed overlapping building widget)
Added TimedButton component, for click & hold buttons
InCombat flag early exit on UnitIsBeingAttacked condition
IsBeingAttackedBy now returns false if the attacker is dead, disabled or sleeping
moved some items to match game tree
stone pile
swamp_b terrain sculpting + automated splats
added navmeshpath status to debugpanel navigation
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
Grass Roof as default upgrade on huts
kettle/milkchurn/moonshine bottle pivots fix
swamp_a fully automated splat painting test splat files
plant fbx resized 200% and pivots fixed
Fixed buggy building status indicator UI
Fixed building UI and settlement inspector overlap
Removed homeless overlay icons (will show up as an effect)
Fixed a bug in BaseAnimatedUIObject.Hide and Show methods that meant some UI elements not being properly reset
Fixed Settlement.HasRequiredLevel
jackhammer anims & controller updates
UI bits
Fucked off static AI events
c4 updates merge from New c4 branch
swamp_a initial terrain sculpt backup
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a, b, c baseline scene files
added team invite/disband/accept/reject/create team functionality
must be standing next to a player to invite them ( +use on them )
teams save/load properly
added UI for team actions
new nametags for non team members have occlusion by solid objects
Added SetQuadraticAttenuation, SetLinearAttenuation, SetConstantAttenuation, and their getters
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
CLuaEmitter.Add will now also initallize startSize
You can now ignite ragdolls
Updated TTT to its latest version
AI edit, now looks properly for allies.
Testing tree and bush impostors
Fix error on quit in editor
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities.
update temple A env
fix sorting between capture point and smoke FX
Added input.GetKeyCode, works opposite of input.GetKeyName