199,332 Commits over 4,140 Days - 2.01cph!
[d11] add a rough integration of the MiniUDP library (needs optimisation), just to try out, though it seems to work better than LLAPI.
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Fixed sentences*.txt including mismatch between clients and server
tweaked ironsight to match anim better,
added sounds and anim events,
updated skinning of strings,
updated prefab
game mode references networkentity
Quick fix for overjoining, possible workaround for missing networkuser references.
updated lods, added worldmodel prefab, nudged draw bow sounds
Waiting for next interaction breaks if the interaction gets disabled
Break go to smart object if the interaction plan gets disabled.
compound bow functionality baseline
Some more temp fixes for NetworkUser references not being around.
Settlement Desirability NRE fix
Added back housing need but reworded to indicate that it's optional. Moved it to level 2.
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Workaround for triggers never getting triggered if they aren't used by any effects
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Added Settlement Has Enough Housing need
Removed a smaller allocation PooledList was doing that isn't relevant anymore
compound bow functionality
stickpile has max sticks 5 & starting quanity 3
in OnPreprocessModel set importer.importVisibility = false
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Mouse hidden on death screen
Removed a gang, moved doll spawns.
Underwater plant art files (models/textures/mats)
Actual fix to triggers that aren't linked to effects.
updated script to remove colliders from lods
Underwater foliage spawn files/properties
Player spawns are no longer random
underwater plants movement tweaks
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
more WIP on Bandit guard AI.
Bandit town Scene2Prefab (ai prefab changed).
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.