199,754 Commits over 4,140 Days - 2.01cph!
[D11] Fix ps4 ortho basis assert
Looking at ASMDef Networking code
Removed highFidelityRotation from BaseVehicle since this is now the default for all entities
hot air balloon basket files backup
Moved and referencing fixed time
CanFindBuildingForTarget checks stockpiles and writes
[D11] Check every X mins for changes to kick off build
More work on NPCs on the Cargo Ship.
Moved the Dispenser OnReplenish event to after the quantity gets updated.
Withdraw from Stockpile interaction.
Added withdraw interaction to can find building that requires this condition
Fixed UnitPortraits key not found
Fixes to withdraw from stockpile action
Various gathering AI bits
[D11] Try polling from master and add in server builds
[D11] Updated Frontend with new layouts/backgrounds/button behaviour and a selection icon
[D11] Preserve existing platform settings
Various gathering AI tweaks
Fixed crafting orders UI adding double
CanFindBuildingForTarget fix
Fixed error in UnitPortraits.CreateNewClone when a stranger gets spawned
shader console spew doesn't crash any more
removed use of VALVE_LITTLE_ENDIAN macro/fixed particle alpha always being 75
Moved OnValidate to non-unity method, added button the base DataAsset editor and "validate all" tool to Assets menu
Fixed a bunch of issues with Unit.Morphs
Char creation screen plays animations after trait choices
Fixed NRE when combat anim event is received during char create
LookatTooltip falls back to player self interact menu if entity we're looking at does not have an entity menu
Reverted some lost morphs data
Merged various building gathering conditions into one
[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