199,739 Commits over 4,140 Days - 2.01cph!
Merging ItemEquipFix into main
Bootstrap scene force active works more reliably
Moved InfoMessage back into being part of the HUD. Got too complicated otherwise as it's not really a separate UI component, it's closer to a notification. Kept the code in UIInfoMessage rather than in PlayerHUDUI though.
Added a couple of methods to easily query some item/attachment info to Item component and exposed the current attachment state to the Item debug panel
-GetItemInAttachmentPoint
-GetCurrentAttachmentPointForItem
Put Bootstrap active check in the scene itself, instead of in the WiseGuysTools UI.
Fixed GetItemInAttachmentPoint using itembuffer and not MyItems
More Item/attachment handling improvements
-Units will now drop shoulder items if they need to equip something in their right hand
-Added a DropItemInAttachmentSlot method to Item to blindly drop items
Project version bump to match jenkins file. HUD client/server fix.
Slightly broken sound test
Tried moving NetworkSimulator away its slightly awkward Prefab + NetworkEntity existence into a simpler one that just used networkServer.Send. In the end it jut made things complicated in a different way, since initial data and changes couldn't be propagated through Serialize anymore. So just putting this into a branch. The only thing not functional here is an initial send when new clients connect.
Right-click item transfer can now use the belt as well.
Right-click item transfer merge as it went into the wrong branch
Revert commit to wrong branch
Revert commit to wrong branch
adding UI extentions
updating text mesh pro
optimizing player panel/cleanup anim/ tweak
Fixed falling trees immediately "impacting" when at high speed (bug 870)
fixed intro anim not playing animation on player panel
AI prefers to target healers
Fixed goblin
Misc material stuff
Can't just kite npc's forever.
Manifest
Merge from skin_cache_native
Retiring DX9 (OpenGL fallback)
started reworking to run everything off just the client input
Make gibs reflect current stage picked
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Create texture cache read / write streams in binary mode
attacks hacked to work for now
set a forced seed for testing determenistic shit
Jenkinsfile with MakeNetworkShare