193,923 Commits over 4,079 Days - 1.98cph!
Fixed culling edge case + extra debugging
Folder in the wrong place.
Cleanup.
Scene stuff.
Pre goblin class conversion test.
Updated candle hat prefab with deformation flags
Wearable based hair deformation (wip)
Syke! removed balds
Eyebrows and facial hair now properly adjusted to face (morph cache)
Replaced eyebrow and facial hair meshes with matt's fixed versions
spliit AI UDIScore to own class.
wip new AISettings stuff
Looking at using observer instead of groups.
Added steamid-based hair piece randomization
Added bald/remove option
tree decoration models, individual world models files, textures
wip tutorial map and squad
changed all MouseInput. to BaseInput.
Hair piece collection now assignable per skin/race set
Adjusted hair sets folder to reflect changes
refactored UnitFilter to a generic SelectionFilter, used by UnitSelection and new TileSelection.
tile selection can now be locked to specific tile/tiles.
BaseInput now checks TileSelection before trigger tile clicked events.
tutorial turn 1b now locks movement tile selection to the tutorial tile.
Added hair sets player model and ragdoll prefabs
Hair piece replacement/removal
Double shotgun worldmodel update, material settings changed
Must've been half asleep when I wrote some of the previous trade code. Here's some stuff that works.
Scene work.
Spawner error fix.
Give the tading screen an inactive state
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Working properly with client/server and delayed deserialize
merge from main/unitsounds
updated the nailgun prefab with Tom's LOD models
Readonly item icons for trade screen
Rework of KillSummary so it will retain the name and settings of killers after the entity has been destroyed.
People will now only pick up a corpse they killed (or one killed by another group).
Fixed passing Lua's NULL to certain tables where non-Entity is expected causing a crash