199,956 Commits over 4,140 Days - 2.01cph!
Fixed shitty editor property drawing
Fixed some effects (mostly on NPCs) not working in multiplayer
Fixed calling SetHoldType too early not updating the hold type on client
BEF-422 After clicking craft the + button gets removed until window is closed and opened
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
Fixed the next interaction injector not using the blackboard from the next interaction
NextInteractionData summaries
GPV.SetActive cleanup/simplification
[D11] crunched textures, compressed animations, a few other fixes for the demo build.
Fixed path following of A* paths for Scientists on Cargo Ship.
Removed Building.CanDeposit method with bool for accounting for registered. This is automatically handled depending on whether or not the item is registered in the other overload.
attempt to fix people gathering too many sticks for the fire and then dropping them when trying to deposit
register dispensable in take all over time interaction
Anims / movement / transitions feel a lot cleaner now.
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
[D11][WIP] Implemented system for UI to consume input. Switched UI code to trigger on Button Up rather then button down. Fix for looting corpse
[D11] Set some compile options if builds are release/debug
[D11] Remove jenkinsConfig
[D11] some more build fixes; apply correct defines for a build. Force warmup bundle asset names to lower case, not sure if this is required to will test again and possibly remove.
[D11] Try the notifications
[D11] [UI] Added new in-game Radial Menu display to match mock-up. Added required functionality for it to work. Modified "PieMenu.cs" to work with new HUD elements.
Client side ragdoll objects are parented correctly (fixes physics drag effect)
[D11] Modified texture resize to not modify topology textures - also added more stats about textures changed
[D11] Apply Package Settings ON PS4/Xboxone regardless of jenkins build
Physics timestep tweaks to make higher game speeds less mental.
Decreased the massive skill gain from constructing upgrades.
Better building construction debug panel.
[D11] [UI] Added missing client scenes to Bootstrap for PieMenu.
[D11][UI] The give item page of the debug menu now uses consoleinputmodule events now and can switch category via triggers.
[D11] Temp fix to stop player respawning at bottom of ocean on CraggyIsland
Cleaning up unit portraits class
Fixed UI.CraftingOrderElement not resetting isCompleted and causing the order listing item to animate out
Crafting stations can expose an order limit (defaults to 20) which is respected by the orders UI
[D11] Log notification point
Fixed UI widget activation events being triggered by tweener events when we intend to ignore them
Crafting station tab should now refresh worker slots when the building owners change
Force player tribe portrait update via OnGameReady callback
[D11] [UI] Updated Pie Radial menu textures slightly, removed unused texture from project files (added accidentally in a previous check-in).
[D11] change quality settings to "good" and partially disable support for "potato" mode to save some memory (two large RTs around 180MB in total)