199,683 Commits over 4,140 Days - 2.01cph!
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
Ghost interaction/vis fixes
Hopefully fixed flakey hover buttons in tribe create
Fix for out of range error in Building.CanDeposit
[D11] More fixes for jenkins
Fixed tribe create hover menus getting stuck
Fixed tooltips triggering after delay when the source element has been disabled
[D11] Removed unnecessary stat from server performance metrics request.
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
Stat manipulators hold a list of affected stats for easier removal
Another fix for lingering tooltips
Reworked, improved and cleaned up deferred decal renderer a bit
Fixed decal lighting/GI
Switched tree_umbrella_thorn to impostor shadow + updated prefab and view
Fixed NRE in DeferredDecalRenderer.OnDisable
Added Waffle body and IceCream hat
Disabled impostor shadows (testing shadow job crash)
Subtractive merge of PlayerModel changes.
Subtracted PlayerModel AI changes
temp fix for scientist visibility
Added a constantly pathing A* scientist on the deck for testing.
Fixed customise character screen not showing
Fixed initial tribe create screen
Removed OnValidate from UI prefabs
Cleanup
Various tribe create related.
Traits screen etc.
Added descriptions back to Traits.
Improved NPC orientation when on the Cargo Ship.
Fix partial page of leaderboard being shown when in the top few results
log daily challenge submissions
Improved AI Line of Sight when on the Cargo Ship.
[D11] Rid of some things not needed
[D11] Mistake on the build display name
[D11] [UI] Visual tweaks to the HUD; altered colours, changed positions, and edited UI element images.
[D11] Fix for On load crafting, resolution issue, and Implemented setting the pinned recipe form the crafting menu
[D11] Copy the StreamingAssets on Jenkins
Audio manager config prefabs are GameObject fields not PoolAudioSource (debugging standalone NRE)
Unit path UI should always turn off target highlight when hiding