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More info for print_skins
UnitView FaceTarget and TurnToRotation methods gated by IsCulled
Unit.Animation.CanSetParameter takes AnimatorControllerParameterType, only ignores triggers when the view is culled, always sets other param types (int, float, bool)
Take from dispenser action cleanup
Unit.CanSetParameter returns false if the unit's view is culled
Disable unit IK when in a vehicle
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
more jumper/leaper unit experiments
Log warning with workshop ID when skin download failed / timed out
https://youtu.be/lbnoG2dsUk0
Various animation stuffs for weapons.
Messed with the standard reflection probe.
altered the chansaw prefab lod method
Updated ASE
Updated Facepunch.Steamworks
Removed Squiggle
Removed HBAO
chainsaw wm fbx + lods/prefab
chain mat adjustment
Improved entity observer stuff
adding missing models...
reverting top hat material
fixed Dispenser.TryTakeOneEffect not actually outing the effect
Scientists now react to gunshots
Editor DSENodeData drawing tweaks
Animal/Combat/Offensive module tweaks
update amplify shader
update WIP logo stuff
adding placeholder models
merge from 'naturefoliage to corefoliage'
Fixed raiding animals not attacking
reverting
25447 - new forest splat aint working visually
overgrowth materials to core/foliage end
CraftingOrder holds CraftingStation ref, persisted
CraftingStation progress, order pool, persistence etc
Added itemskintimeout convar
Added workshop skin download timeout / skip
Misc touch-ups and fixes for AI.
Misc cleanup of crafting related code
fixed DSE element order in Crafting module