225,850 Commits over 3,714 Days - 2.53cph!
Made the inventory stat tooltips behave nicer.
Partial work on getting crimes/cops working again for Bill
Werewolves & Toadloks VFX'd
Spiders, rats & mummies VFX.
Crab and Homo Crabbus VFX.
wip CareerStatHistory serialization
Fix errors when firing guns with no CrimeManager in the scene.
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
CareerStatHistory and CareerStatHistories protobuf defs
Hooked up prop happiness modifier
Tech staff now produce tech points over time
Can click an unavailable tech to get notified when you can afford it
Placeholder tech costs
Fixed status effects normalized time check not working at all
Fixed stunning other players throwing exceptions
disable create button on career creation screen when clicked so you can't reclick it while career is being created
Doing it without breaking all the animations too.
Made rats and toadloks statuseffect vfx compatible.
New King of the Hill class selection basics
Adjusted the mummy bones to fit our VFX spawning system.
Simpler water depth mask handling, more generic; updated rowboat prefab
Added and enabled instancing support on depth mask material
Nuked WaterDepthMask component
Wood sounds for the wood sword.
Deposit All interaction for Buildings
Proper stats for wood sword.
Let's make the LODs use the right skin too.
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin tribe NPCs.
Manifest.
more stat/graph work.
merged from main.
Fixed Repeated action not using delays
New FSM now switches states with the old one
Remove stuff that was in just for the test branch
Pine snow_a tweaked vertex color for testing
Chitin plate set.
Misc item fixes.
Fixed player view direction going fubar with extrapolation (still some problems, should probably be disabled altogether for players due to delta updates)
Network extrapolation also uses slerp instead of lerp for rotations
fixed some transform issues with spinners, added falling floors
fixed tootip staying on screen when mod is equiped
Added Vital bars to UnitInfoWidget
Fixed that network interpolation velocity smoothing wasn't working correctly
Interpolate rotations with slerp instead of lerp
Fixed vis.lerp ghosting (and some ddraw ghosting in general)
Fixed core/foliage debug view color space
compile fix
rowboat caustics