201,566 Commits over 4,171 Days - 2.01cph!
Replaced skin hair masks with multi-param packed map; added toggle for feature
First pass single frame imposter runtime and tools
B key now toggles build menu, instead of just opening it
New trees / polish / prefab settings / LOD distances / snow variants
less highlighting coroutines
Patrol points prefab update for Military Tunnel.
NavMesh now take transparent layer into account when baking (fences).
Possessions now have a reason.
The same item can be possessed for more than one reason.
Crafting component creates and manages possessions for crafting.
Removed Character ref from FootstepsControler
Removed character ref from CharacterMotorHitReceiver
Moving away from having Character implement all these interfaces. Instead, have its components implement the interfaces, and expose them if necessary. Starting with IHealth.
Forgot one ragdoll.
Corpse prefab setup.
added relaxed gun pose for scientists
fixed some minor glitches with 3rd person attack animations
Spectator and PersistentPerson character refs simplified. Spectator now implements IPlayableCharacter
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backup ocean / skydome doodling
Added static recycler to Savas KOTH
Tweaked Savas Junkpile & barrel spawn locations
some fixes to water wells
gas station decor workbench looks decayed
fixed packed material for potted plant not displaying correctly masked
Possessions tidy up.
Removed timeout on possessions with a current goal reason.
added CareerUIUtils as a central place for formatting shit to be used in multiple places.
career unit type and mark now set through CareerUIUtils.GetUnitTypeAndMarkString()
Wall frames provide identical stability to walls
added SpawnTileFilter enum to control which team aligned spawn tiles we can show in the squad editor.
career mode squad editor now only shows player team spawn tile highlights.
GPVSlot current goal logging now shows which slot it's from and the name of the Goal in orange (important shit)
CareerUnitMod now has a mark level, proto/serialized.
Only mods of mark <= to a unit can be applied
removed unused Goal field from CurrentPossessionData.
Player Commanded status now actually gets correctly passed down to GPVs.
Fixed UIWidget init order resulting in pooled elements having some components disabled at the point of instantiation
Added UIElement for more nested caching of various UI components
Updated Facepunch.Steamworks
Hapis Island loot tweaks (smaller monuments have slightly less spawns)
Hapis Island old cave lighting
Hapis Island Site A tweaks
exporting with NMO (still need processing)
Recycler loot panel text updated
added CareerDefines.TotalTeamCount which gets set based on all leagues.
career unit database now generates the correct amount of unique units (1500)
added skinhairtest unity scene with skinhair cap and test head