200,015 Commits over 4,140 Days - 2.01cph!
Making a bunch of other fire materials emissive
Fixed NRE in GetItemOptions
Added vehicle package scripts
Updated character prefabs to have multiple points for positioning
Fixed FileSystem_Editor.LoadAll returning non distinct
Fixed selected menu items not showing properly
Item definition menu options can have conditionals, added actions, added cycles
Fixed player not cycling inventory
Fixed missing pickup icon
Candle Hat item doesn't need a backing entity
Fixed map being all sea for reduced graphics quality
Fixed server errors when cooking wolf meat
Hide clothing particles in first person
fixed ak47 viewmodel clipping
Hide serverside renderers in dropped items (editor)
Tweaked slippy dropped item frictions
Fixed escape not working properly on sleeping bag rename
Fixed selected item option button being too white when selected
Added UIWditorWindow for quick toggling of top level screens
Can cancel in progress craft
Cancel crafting on die - return inventory to allow looting
Cancel crafting on disconnect
Fixed interacting with invisible crafting buttons
player preview can use deferred rendering now
Updated phrases
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
Debug Errors for P2P voice chat failures
Fixed closeup cam
updated frontend scene
created final two swamp plants low poly, baked lighting, created alpha parts of plants, applied base texture
Updates to anim view and game scenes
Added Igor select screen idle
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab)
- 5.1.0b5
BeforeEditorTab asset creation form base method/layout added
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
Merge from unsuckhapis1
Network++
- Fixed repaint error in BeforeEditorWindow
- Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
This should help with dropped items falling through rocks and stuff
Renamed Ruins/Resources back to Ruins/NotResources
Split GameOptions into a partial