192,970 Commits over 4,049 Days - 1.99cph!
BaseGrid.ValueAtEntityPosition robustness
Added support for NavMeshModifierVolumes to DynamicNavMesh and MonumentNavMesh.
Started work on supporting door opening for NPCs while making sure Animals can't open them.
Hacked in TMPro_UGUI_Private.DoLateUpdate, which is set via UIWidget.OnValidate
Removed BaseEntity.IsInView property, now only set for units
Added EntityEx.InFrontOfCamera
Build fix
Updated BASS.DLL to 2.4.13.2-mp3free
TextMesh hack to avoid running LateUpdate for all the things ever
UIScreen active state toggles GraphicRaycaster.enabled
Simplied UI scene structure
Renamed a few vars in NetworkEntity to match new version
Added NPC.GetCurrentSchedule
Fixed GridManager not being properly reset between sessions
EntityManager now has a budgeted TickRoutine that handles bounds checks, grid position updates, destruction cleanup and calls into GridManager's influence update
Added Bass projects to the plugins folder.
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird
Rolling back BaseProjectile to before goosey's changes
Trying to untangle merge / subtract garbage
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Merged back in subtracted AI changes.
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save
Updated keylock phrases to reflect a key is no longer required
Phrases
Adapted craggy to test ragdolls.
Taming the ragdoll physics WIP
Using IBuildingUnitUser in building ownership. Removing character references. IBuildingUnitUser is now an interface on the owner PersistentPerson rather than the character since it's the person, and not their current character, that really owns a building.
shortened the delay time before bringing the shield up after swinging a sword.
Committing v_semi_pistol reload meta file since nobody else is
Merge from network_lerp_2
Send out player position ticks in the same frame they've been received (reduces peeker's advantage)
Held slot preliminary work.
Necklace slot isn't called Necklass.
fix for worldmodels not animating when reloading.