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Update com.unity.postprocessing
Update com.unity.progrids
ProgressModal is part of loading screen
Loading spinner on mission button
Delete Dev map
Actual Mission Download
Removed redundant code
Tweak end game color
Cleaning up mission loading
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
underwater plants movement tweaks
Player spawns are no longer random
Underwater foliage spawn files/properties
updated script to remove colliders from lods
Actual fix to triggers that aren't linked to effects.
Underwater plant art files (models/textures/mats)
Removed a gang, moved doll spawns.
Mouse hidden on death screen
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
in OnPreprocessModel set importer.importVisibility = false
stickpile has max sticks 5 & starting quanity 3
Use binded fbx classes instead of intptr
Cleanup fbx importer and manager on dispose
Add FbxMesh.UVSetNames and GetPolygonVertexUV now takes a uv set name
Make fbx class bindings naked so they don't use shared ptr. Update bindinggen to add fbx casting.
Add fbxcast because fbx types don't work with dynamic_cast (really should have a custom way to specify casting)
Random props on board a ship will be repossessed if a loan cannot be paid two months in a row
Unsaved
Fixed double bed not being available
What's new
compound bow functionality
WIP Loans system
Every panel can now specify whether cash or contracts should appear above it
Variable months on loans
Insert commas into cash amounts for nicer text
Initial support for native fbx loading using fbxsdk (this will allow us to support morph targets)
Removed a smaller allocation PooledList was doing that isn't relevant anymore
Added Settlement Has Enough Housing need
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Use generics to store PoolCollections instead of a Dictionary
Workaround for triggers never getting triggered if they aren't used by any effects
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
Settlement Desirability NRE fix
Some more temp fixes for NetworkUser references not being around.
compound bow functionality baseline
Break go to smart object if the interaction plan gets disabled.
Waiting for next interaction breaks if the interaction gets disabled
updated lods, added worldmodel prefab, nudged draw bow sounds
Added Collectibles folder and FoamHand and BeachBall props with lods and gibs
Merge branch 'master' of Citizens
Added a ParameterPassthroughAttribute for CallMethod actions
AffectTouchingBullets() etc now preserves parameters from caller