223,983 Commits over 3,684 Days - 2.53cph!
Merge and some basic match history functionality
Added client entity pooling to animals, presumably fucking everything up in the process
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
Fixed inverted fever removal trigger, bad description
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ToggleUnitRagdoll consistent with debug tool, ensures people blend back to anim
Fixed ItemContainer.CanDeposit returning true when using weight limitations (was skipping valid item/item type checks)
Fixed camera clipping issues with vm crossbow anims
Being cold and freezing affect fever stat.
Being wet affects fever slightly
Added Fever vital stat and stat measurement triggers for fever.
Fever effect now runs on Fever stat.
Illness effects (food poisoning and hypothermia) now affect Fever stat.
Cure Fever mixture now affect Fever stat (brings it back down).
Rotten food is poisonous.
added final furniture fbxs
Time in past error fix maybe?
HumanView only create BodyPart defs for bones that we actually have
Forgot to move a property
Moved HumanView ragdoll blend stuff to a partial, cleaned up body part creation/tracking using HumanBodyBones enum
Updated in game truck to use parts
Updated inventory / partsmanger to use same part types
Unlocked camera in editor
Added time to UI
Renamed and set drug prices
made ragdoll getups a bit better
Various World/Zone loading improvements
FollowCamera persisted data
Don't get duplicate group IDs when near the edge of the world.
Removed broken script references
Added effect package from deuce
HeldItems should NOT be saved, since they're created with new IDs every time they're held
Automated Windows Build #719
Automated Linux DS Build #718
Automated Linux Build #718
Automated Windows Build #718
Cleaner minidump comments, includes Lua stack traces if possible
Save/Load work. ActiveItemController using my more standard deserialize delay system.
Let's not tick ECS when not ingame
Added EntityComponent.PostLoad, called on all components after load
Unit.Effects effect loading moved to PostLoad so that all other components are available (fixes Unit.Audio NRE on load)
WIP Zone/Biome and Season persistence
Version++
Automated Windows Build #716
Automated Linux Build #716