254,763 Commits over 3,990 Days - 2.66cph!
Added new character replay
-brought humans back to old values (also incidentally testing political propaganda on cavemen)
Interaction point is always at the center of the screen, even when moving your head
-new influence maps and InfiniteInfluenceMap.Query object
Added leather resource (unused for now)
changed skybox colour, added wires and changed building positions, added rocks to court, tweaked court colour, added new grating
added new structures and wires to wild west scene, re-exported
Effeeeeeeeeeeeeeeeeeeeeeeeects
-should have fixed double tribe spawning (SpawnHandler wasn't checking for 'IsRepeating')
Fixed material of the torch world model
Fixed a situation that could corrupt the deploy state of held entities on the local player
lowered oil refinery drop rates
lowered crossbow drop rates
stuck explosives fall off their parent when destroyed
deployDelay added to weapons
FOR FUCK SAKE factory model/texture/prefab (removed collision and minimap model for now to remake them in a more optimized way)
Fixed "total recall" eyes on ragdolls
Log warning if holstered viewmodel is holstered again
Log warning if held entity cannot be found in inventory
Invalidate player network cache on inventory change
Stonewall
Building Gallery
Player Gallery
Cleanup/class splitup of ConsumableEffect
SocketHandle for wall placement
more shitting bridge LODS.
Highwall Wood implementation
Added extra layer to cloth shader using mask alpha
Highpassed regular jacket
Refactoring Entity/EntityComponent handling a bit.
Building and Machine now automatically create add a Container EC if one is not present
Remove IEntityContainer
Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc)
Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor
Added MachineCanProcessItem consideration
NeedManager and EffectManager instantiate assets on awake
Editor things
Removing old step modifer code from Attribute
* Updated Bootil to latest version ( Attempted fix for autorefresh folder locking )
* GitSync
* Added GetAmmoName( int id )
* Added GetAmmoID( string name )
* Added GetAmmoMax( int id ) - Returns real maximum value for given ammo type
* Added CTakeDamageInfo:GetDamageBonus()
* Added CTakeDamageInfo:SetDamageBonus( float bonus )
* Added CTakeDamageInfo:SetReportedPosition( Vector pos )
* Added CTakeDamageInfo:GetDamageCustom()
* Added CTakeDamageInfo:SetDamageCustom( float custom )
* Added CRecipientFilter:RemovePAS()
* Added CRecipientFilter:GetPlayers()
Added a way way bigger template for road map.
Bridge Lods, texture tweaks and AssetGallery update.