224,215 Commits over 3,684 Days - 2.54cph!
results table header changed to show round number/max
redisabling the UI in the main scene
GitSync: numpad library bugfix, TTT updated to latest version, UTF8 library fix
Fix numpad library "exploit"
garrysmod/pull/1442
setup away kit with complementary colors
tweak ui portrait material for glow
Fix error in main menu
More main menu fixes
Fixed cursor issue, remapped eyedropper to E
Financials panel
Fixed staff breaking permanently if no stockpile was available
tweaked color kit/added new one
sorted kit ID by hue for visualisation , reassigned corresponding kit ID to player/ai team
change unit kit color script to spawn half in away color, sorted by ID
Upgrade to 2017.3.0p2
Less crashes!
Added torch equip/ignite tip
Added comfort explaination tip
added consume food/water tip
Added campfire heal tip
translate mouse0 etc to "left mouse" in game tips
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler)
Gets rounded to an int and added to whatever construction requirements already exist for the building
Reduced lodcomp OnVisibilityChanged overhead
Top hiz downscale (testing)
Fixed a bug that was as follows:
Server events:
1. ZGameMode client player character created. It has no children yet.
2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet).
3. Character is set as the NetworkSubscriber subscriber.
4. Full snapshot is sent as a result. Character with no children is serialized.
5. Fists selected and assigned as child of character.
6. The queued spawn from #2 is sent. Character has one child (fists).
Client receives the first spawn with no children, and ignores the second one because the entity already exists.
Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
Fixed multi clicks required to start fill placement
Fixed some bad rotation logic
ViewFill now places box nav mesh obstacles for each block of views
Improvements to scientist behaviour.
Fixed some HUD visibility issues
Note: Only way I can find of ensuring hud removal is Get All Widgets of
Class - Remove from Parent.
Simple Remove from Parent with referenced variable does nothing inside
the level blueprint.
Removed InteractionDesire.
Added Agent.NextInteraction.
Shaved most GC allocs in hair setup and morph cache
fuse enemy/wall layout
working on fuse boss studs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Ensure players always spawn on beach (Savas island)
Eliminated GC from QuickCraft.Rebuild
Added metabolismtick convar (time inbetween metabolism updates)
Inventory Item Hover Preview
Less next level delay
Intro level exit point is bigger
Reconnect on failure, show player/room counts on menu
LODs for more things that didn't have them.
Scene stuff