249,462 Commits over 3,959 Days - 2.63cph!
Cleaning up widget crap again
Reverting some scene changes to fix ui shit
Caching rect trasform in UIWdiget
Fixed console UI not refreshing when entering console commands that don't reply with anything
Servers now make a full backup of the server data folder on startup
Servers now keep 9 backups of the server savegame in addition to the current state
Servers now double the lifetime of every additional savegame backup that's kept
Switched ball marker on lobs to show ideal smash position
Added ConsiderationSettingsWrapper
DSEs stores ConsiderationSettingsWrapper
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Keep special if it's been awarded but power bar depleted
- Spawn timing changes for capture points and added turrets to spawn table
Can switch materials on characters now
Tribe.KnownBuildings only returns buildings owned by the tribe
Added ItemManager
Debug improvements (show effects from consumables)
Fixed some issues with action chain
- Capture mission spawn waves
research chance is now rounded to correspond to UI % chance
Moved name, prefab name etc to config file
Drowning water level now matches underwater camera effects
Tweaked water drop overlay when swimming
Fixed not seeing the head look direction of other players
Made protocol mismatch disconnect message more descriptive
reject effects with empty action chains when instantiating in effect manager
fixed null action in rested effect
humans spawned using the debug window are added to the player's tribe
made action chain run logerror more descriptive
Attempted Linux build error fix
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added code to play some variation in the idle gestures every few seconds.
added some relaxed gestures that the player will play if he hasn't fired his gun in awhile.
* Fixed buildcubemaps not writing built cubemaps to the .bsp
Disabled saving for barrels and crates that spawn on spawn points (fixes duplicates on server restart)
fixed manifest building fuckup
Tweaks and cleanup, removing debug logs etc
Bumped steam.inf Patch Version
Better tint base on reed texture.
Added an error log message to when we try to make an animation callback, but there's no event callback available with the injected event name. Not 100% sure this is intended (that it should support accepting null), but until confirmed, better to call this than not).
Ehrm, made the relative_threshold in AlreadySubscribedToBetterDecision actually work as intended.
Added AlreadySubscribedToBetterDecision to Agent+DM + shifted to an int based test for score of 0 or less (with a resolution of 0.00001).