201,573 Commits over 4,171 Days - 2.01cph!
Stat.OnMaxValueChanged invocation gated by designer exposed threshold
Morphs optimsations
Target filter caching experiment
Replaced some dateTime comparisons with garry's nifty TimeSince thing
Target filter caching stuff
Disabled life story (temporary client crash hotfix)
Network++
fix for 3rd person reload animations not playing
fix for worldmodels not animating when reloading.
Held slot preliminary work.
Necklace slot isn't called Necklass.
Send out player position ticks in the same frame they've been received (reduces peeker's advantage)
Merge from network_lerp_2
Committing v_semi_pistol reload meta file since nobody else is
shortened the delay time before bringing the shield up after swinging a sword.
Using IBuildingUnitUser in building ownership. Removing character references. IBuildingUnitUser is now an interface on the owner PersistentPerson rather than the character since it's the person, and not their current character, that really owns a building.
Taming the ragdoll physics WIP
Adapted craggy to test ragdolls.
Updated keylock phrases to reflect a key is no longer required
Phrases
Fixed NRE in UnitIndicator.Unassign, happened when restarting from a backup save
Merged back in subtracted AI changes.
Human/Idle scoring tweaks, disabled random "Sit" behaviour
Trying to untangle merge / subtract garbage
Rolling back BaseProjectile to before goosey's changes
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird