200,272 Commits over 4,140 Days - 2.02cph!
[D11] Texture meta file change for half res textures + crunch for ps4/xb1
Withdraw From Stockpile now checks if we can pick up the resulting item
Regenerated enums.
Fixes to make gathering for fire from stockpile work.
More player LookingAt fixes
Definition.NiceName lazy getter
Asset name caching in database init before warmup
climb functionality which somehow works
Force customisation unit morphs tick in char create
Added Apply Layer masking option to standard decal shader
No but actually do what i said in the last commit
Fucked off lerping morphs, just set the bone targets on demand. Added custom ranges and anim curve eval for weight blends
Fixed attribute slider point redistrubtion not respecting the min/max values
Normalized curve attribute,
Fixed char create customise widget hiding itself (dont assign close button)
Fixing some bugs with PlayerBelt, mostly UI related
Updated Amplify Impostors to v0.9.1
Recompiled impostor runtime shader
Team deathmatch initial work
Fixed bots breaking the scoreboard
- Fix stack overflow on UINavigationController when dying while scoreboard is showing
- Remove unnecessary debug prints I added earlier
Feet better align with eyes for NPCs on Cargo Ship.
[D11] Fix linux server compile
[D11] We need to copy the ServerBundles
[D11] Pie menu Define fix
[^] Updated Meta Files for Xbox and PS4
[D11] Construction controls now allow alteration of hight of build. Opening of Inventory and crafting screen altered to allow hight adjustment
Expanded waypoint set for NPC test spawn on Cargo Ship.
NPCs now stand still when they've reached a destination, rather than jiggle, on the Cargo Ship.
[D11][UI] Allow dismissal of UI dialog. Including RenameSleepingbag
[D11] Enabled USE_WARMUP_BUNDLES and skip buildTo on Asset Bundles
Fixed UIManager loading scenes multiple times
Fixed building preview mesh pool generation using wrong allocation method (was filling main scene with a bunch of preview mesh objects)
[D11] Xbox Texture Resizing - meta file checkin