202,095 Commits over 4,171 Days - 2.02cph!
[D11] Fixes and improvements to the Inventory screen and new HUD screen
[D11] [UI] Fixed new condition bars not updating correctly. Adjusted colour values of item slot background on belt bar and changed condition bars to have an alpha of 0 by default.
Processed Merge in ItemIcon.cs.
add console buffer to crash logs
lua stack traces to error logs
merge from entity_parenting
[D11] Meta files for PS4 Textures
[D11] [UI] Fixed condition bar not being hidden when item in slot becomes null or breaks.
Potato plant meshes/growth stages/ textures and prefabs
[D11] Inventory icons reset and fix for UIInventory define
Test platform entity aligns to terrain normal
Player controller inherits Y axis movement from parent
merge from entity_parenting
Fixed cargo_ship_hull, cargoship_turbine and cargo_ship_fin colliders
Don't kill player with parent, unparent and drop into the world instead
Fixed instant build cheat again.
Removed some needs felt spammy.
Need fulfillment will now always trigger the event on the need (fixes goal failure needs lingering in the notifications).
umbrella tree with broken imposter
removed extras from foliage shader
remove minidump wrapper from worker threads (they'll work automatically)
Fixed Crafting at Machine goal failure from triggering while we are taking open orders.
non station requiring jobs enabled by default
Bonus to current building goal plans if the current building was player commanded
fixed null targets in building goal plans
Nuked a bunch of old assets with missing types
Moved volumetric light beam plugin to std assets to see if that has any bearing on standalone builds
Added new editor for ZoneSeasons component to change season in editor, also buttons to biome editor
viewmodel bob calculation works with parenting
player model animations work with parenting
Update and fix some issues in the standalone daily challenge DB
fixed player models being offset wrongly on parented entities
Adding shop support back in to the game
Charcreate styling WIP.
Empty ghost for char creation.
Charcreate foliage has its own render queue prio to unbug it.
Whacky races weapon signs fix/improvement
Remove no longer needed game mode events
UI update daily mission toast and score
Customisation file cleaningsorting folder, renaming prefab/material/textures, removing useless subfolder and material
Set up vehicles, NPCs, and events in persistent game mode
Unity latest version doesn't like Ctrl+C as an editor key command anymore. Changed the quick connect command to Ctrl+E
Removed code that's now in DoBaseGameSetup
All persistent modes handle respawn, not just Killing Spree
Update round-based casts that can now be more general and reference the base class shared content. Also gets welcome screen info text and scoreboard screen working.
setup icon render for body customisation
adding body icons
more material cleanup
Wanted system working well, simplified + fixed some code, added the stars UI back in.
Wanted stars hide entirely when player isn't wanted. Nicer for modes that don't use crimes at all.
[D11] Modified to enable crunching on textures that already have per-platform settings if not already enabled - when setting console texture max size
Fix for repair state adding construciton info multiple times
[D11] Fix for define issues
Fixed anti hack issues when parented
Position in player ticks is now local space
Added parent ID to player ticks, ignore positions from outdated parents
Updated output path in protobuf generate scripts