192,957 Commits over 4,049 Days - 1.99cph!
exporting with NMO (still need processing)
Hapis Island loot tweaks (smaller monuments have slightly less spawns)
Hapis Island old cave lighting
Hapis Island Site A tweaks
Updated Facepunch.Steamworks
Added UIElement for more nested caching of various UI components
Fixed UIWidget init order resulting in pooled elements having some components disabled at the point of instantiation
removed unused Goal field from CurrentPossessionData.
Player Commanded status now actually gets correctly passed down to GPVs.
CareerUnitMod now has a mark level, proto/serialized.
Only mods of mark <= to a unit can be applied
GPVSlot current goal logging now shows which slot it's from and the name of the Goal in orange (important shit)
added SpawnTileFilter enum to control which team aligned spawn tiles we can show in the squad editor.
career mode squad editor now only shows player team spawn tile highlights.
Wall frames provide identical stability to walls
added CareerUIUtils as a central place for formatting shit to be used in multiple places.
career unit type and mark now set through CareerUIUtils.GetUnitTypeAndMarkString()
Possessions tidy up.
Removed timeout on possessions with a current goal reason.
some fixes to water wells
gas station decor workbench looks decayed
fixed packed material for potted plant not displaying correctly masked
Added static recycler to Savas KOTH
Tweaked Savas Junkpile & barrel spawn locations
backup ocean / skydome doodling
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Spectator and PersistentPerson character refs simplified. Spectator now implements IPlayableCharacter
added relaxed gun pose for scientists
fixed some minor glitches with 3rd person attack animations
Forgot one ragdoll.
Corpse prefab setup.
Moving away from having Character implement all these interfaces. Instead, have its components implement the interfaces, and expose them if necessary. Starting with IHealth.
Removed character ref from CharacterMotorHitReceiver
Removed Character ref from FootstepsControler
Possessions now have a reason.
The same item can be possessed for more than one reason.
Crafting component creates and manages possessions for crafting.
Patrol points prefab update for Military Tunnel.
NavMesh now take transparent layer into account when baking (fences).
less highlighting coroutines
New trees / polish / prefab settings / LOD distances / snow variants
B key now toggles build menu, instead of just opening it
First pass single frame imposter runtime and tools
Replaced skin hair masks with multi-param packed map; added toggle for feature