192,987 Commits over 4,049 Days - 1.99cph!
Fixed 6th belt bar having inconsistent font size
Facepunch.Steamworks rollback to release branch
Temp rollback of some workshop changes that rely on latest Facepunch.Steamworks
Optimized behaviour state ticking in NPCs and animals.
minor Hapis fixes and tweaks (Bigger update next month)
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
Reduce chance of raycasts going through the ground by offsetting foot ray origin.
BaseProjectile server use improvements.
Updated Scientist spawn timers in MT.
move pre and post match actions to new action list stuff
CareerAction oncomplete stuff
wip CareerActionList, moving career event executing/handling to a proper setup
Fixed some exceptions for StatusEffects with no stats assets
Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up)
Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality:
-ProtectionBuff raises all damage protection values to max
-Stun
-Weakness temporarily lowers the max HP and Stamina by 50
Messing with level loading + fixing NPC manager singleton woes
Added some damping to the shield animator params on the PlayerModel
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Fix for NRE that could happen as player was disconnecting
Interface work, mostly preventing ambiguous calls from combined interfaces
Fixing unfinished/broken stuff in NetworkEntity. Got one more thing to fix in ItemTradingEntity
More wall placement fixes
Added lots of new shit from tests.
Compile fix, wall placement fixes
Added single-pass cube shadow mask for main dir light
Fucked a load of shit off
Fixed vehicle instability in listen server mode
added prelim new facial and eyebrow strands to hair strands maps and updated materials, re-mapped existing styles to compensate for new maps
Wall placement validity checks
Building placement full reset between session (fixed errors when starting a new game while placing a wall)
Improved car entry interaction
tweaked chainsaw positioning when attacking
Stamina bar turns red when low.
spas12 prefabs and sounds
Building placement/completion FX bits
Knowledge overlay widget no longer requires a selected unit, also filters entities by BaseEntitySettings.ShowInKnowledgeOverlay
Building status indicator UI basics
Cleaned up CameraOcclusion and removed the debug line drawing
Fixed relationships not loading properly
Cleaned up Relationships persistance, using UnitRef to avoid issues with dead units when loading a saved game