199,895 Commits over 4,140 Days - 2.01cph!
Saving some partially-complete navigation stack work for posterity, but going to try something else
Actually got a menu system working nicely for the extra game mode screens. Removed GameMenuOpener. Instead, SimpleMenuNavigationController is a fairly basic UINavigationController subclass that allows opening a menu, and other UIViewControllers can subclass it if they want to also be able to open a menu and push/pop stuff. Works better than moving push/pop into the main UIManager because it still allows the whole stack to be cleanly cleared when the view changes.
UI menu on a couple more screens
Terrain inspector resets painting mode on disable (might be bad 4 petur pls let me know)
ProjectVersion.txt (2018.1.5f1)
TerrainMetaInspector NRE fix
renabled global UI in scene
Removed "claim a home" AI
BEF-280: Homeless people notification doesn't ever go away or update to account for the people who now have a home
Fixed player hud getting stretched.
Added depositing to the rock harvesting goal so that people are more likely to deposit the rocks instead of going to gather something else
Added a UI indicator for people who are homeless
Added convar to enable/disable foot ik for NPCs.
Improved offset in navigation agent, a cheap way of making NPCs hover less above the ground.
rock pile has vertex colours so can deconstruct when items are picked
Added shader graph package
Reshuffling some AI Module priorities.
Added some animals back to island 1.
BEF-276: UI scaling option doesn't get saved
UI scale test
Moved preview renders to Assets/
Junkpile Scientists are again hostile to those that get too close.
Improved range accuracy when collecting sensory data.
proper stone pile view model
Disabled cooking on a stick
made stonepile visual depletion work
Bandit town / updated dredge structure
"anim" type SENTS now are properly credited as inclictor and not attacker when thrown into a player with a gravity gun
Added quick search to Material tool
Added translations for sky/fog/sun editors and bouncy ball and fixed translation for gmod_light
Added generic sitting 360 pose (hands not gripping chair) and added to player animator
Renamed Water component to WaterSystem
Renamed Water prefab to Water System
Updated neutral_dungeon_lighting prefab to include Water System
More seamless edit-mode for some components running on camera
Fixed potential NRE in tod sky probex code
Updated neutral_dungeon_lighting to latest main camera and sky dome
Added Water_Body to Prefab in bandit_town scene; swamp now working with updated system
Removed SwampWater prefab; no longer needed
Added hapis old rock cave prefab for modders working to restore old procgen maps
Fix bugs and add keyboard shortcuts.
Improved scene camera handling on edit-mode camera scripts; multi scene-views now supported
Fixed scene camera frame delay on post opaque component causing artifacts on water
Enabled ocean radial mesh again, now showing in all views, edit and play modes
Fixed ocean atmospheric scattering in all modes
Updated ocean prefab
Nuked placeholder water materials; no longer necessary