198,818 Commits over 4,140 Days - 2.00cph!
Entity list search / flag filter
Probably fixed issue with camera getting destroyed. (Buck bug)
Added dir adherence control over height blend
Lowered maximum globals 2-2 on wind prefab
Updated shadergui for rust/std shaders and copy/paste for core set
Loading coroutine, UI progress
Updated post processing stack
Scientist hostility when mounted to a ch47.
tutorial prompt panel UI.
wip adding tutorial prompt into game mode selection.
Some tweaks to mounted scientists.
Social editor NRE fix
New search in databrowser
Changed EntityManager destruction event to be invoked after entity if removed from EntityManager
Added destroy button to EntityList
tweaked car1 map so you don't get stuck by tilefall and to make it more readable
fixed default squad for map causing 2 units to spawn in the air
jenkinsfile 18.1.b13, misc stuff
added MatchMode.Tutorial to to MatchMode enum. Set it at tutorial start.
Disabled fast forward in tutorial.
Disabled end turn button until the end of the hand-held tutorial steps.
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subtracted burner changes commit.
reverted burner changes.
fixed grabbers.
fixed tutorial.
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Map coordinates changed so letters are horizontal
Made map coords darker, so they stand out more
Fixed server description showing as ???????
reverted launcher attack range to 3 from 1
added placeholder tutorial button to menu.
re-enabled tutorial, started fixing new bugs with it.
Fixed flickering plane passengers
Ore deep within mines doesn't get wet during rain.
NPC loot tweaks.
Manifest.
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)
Made bots deathmatch by default if they're not in a game mode they have a special case for. Can be useful for testing things with death/respawn. Fixed AI character targeting being able to target itself. Changed spectator to look straight down with no target.
Wind improvements.
Fixed more things that were breaking our ref probes.
Fixed spectator target changes not working. Target doesn't need to be known by the server at all - made it all client-side.
+ spelling mistake fix.
Re-exposed min/max counts for loot
Fixed procmap river uv stretching
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
CH47 patrol ai
ch47 gunner scientist
m249 AI stats
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Separate testing script for testing game mode
Fixed LOD2 mesh assignment in bush willow variations
Fixed occlusion culling stats debug display
Disabled culling for objects using mesh batching
Added crown icon to KotH building on the map
Fix NRE when on motor when clients connect by adjusting init order
hair style 5 lod0 and dye tests for it