197,424 Commits over 4,110 Days - 2.00cph!
Gas canister props models/LODs/COLs/Prefabs
Added coverage queries (CQ) explicit origin occluded binary state result
Added CQ custom origin visibility result
Added CQ smoothness speed factor input
Removed Consume Item ability because we don't need it.
Self abilities on radial shouldn't check UI exposure
both new trees have "collision" mesh with material "collision" to use for mouseover help
Made supermarket greybox bigger.
Basic scene setup and dressing
supermarket shelves greybox - scene update
fixed a bunch of bugs with rounding errors in resource dispenser
crappier tools now yield less total ore when playing the minigame (as intended)
more holster fixes (bow, hand axe, wood club, bow)
gas pump greybox - scene update
BuildingRequiresItem condition evaluates items in carried containers when used in the TargetBuildingCarriedItems mode
Fixed animal model root bone references often being the parent game object instead of the root bone of the rig
Fixed both spears, hammer, stone club missing holster points
Eliminated more GC allocs from Ragdoll / RagdollInheritable
Subtracting EAC API update
female hair improvements(?)
BehaviourChainFilter.EntitySources.UnitItems now includes items held in containers
merge from interaction_hand_stuff to main
Bags/back pack data tweaks
Finished up the interactions/available attachment points refactor
fixed the Invalid attack cursor offset
merged wip refactor branch and left click controls back to main
Merged the left click control branch in and fixed it again
EAC API update (client side)
Network++
Eliminated GC allocs from RagdollInteritable.Inherit
Eliminated GC allocs from Ragdoll.RagdollSetup
Fixed weird profiling in SkinnedMultimesh.BuildBoneDictionary
Enabled prefab pooling on rotting flies effect
Deleted another Apex folder
Eliminated GC allocs from Projectile.DoMovement
Use AsyncTerrainNavMeshBake the way it was intended.
disabling loadout in main scene
update Squad editor, over UI camera stuff
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
Merging diplomacy branch into main