199,327 Commits over 4,140 Days - 2.01cph!
Tidy up.
Dispensable registration.
Fixed units getting flagged for debug by bad inspector code
MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes
Debug tools filters game events by type to avoid errors
Settlement debug panel has a button to force a level up
Zone components lazy get parent
merge from dispensable registration branch
added mission DB tool.
blocked out login mission award structure.
added test mission defs, built db.
Fixed TribeJoinNotificationPopup.ShouldActivate NRE
added MissionDatabase.
fixed duplicate ids for an emote and a mission.
Databses now spit out errors not warnings when duplicate ids are found.
Added ability to override highlighter renderer (for impostors)
ClientAuthHandler now hands out missions to clients on connection (every time they connect for now).
Added MissionDatabase.GetRandom().
MissionProgress is now created at mission assignment, init'd with values from mission def, saved to playerrecord.
Highlighter override support for multiple overlay renderers
Possible fix for reconnection problems.
Fixed impostor highlights for pine, birch, oak, sapling
[D11] Added Option to enable mouse input for editor and standalone builds in ConsoleInputModule
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Make sure StringBuffer grows to at least the required length
Circular dependency detection
Added impostor shadows for all LOD levels in pine, oak, birch, sapling, shruberybush, fern
Reduced/adjusted shadow bias on all impostor shadows
Disabled motion vectors on impostors
Added prefab pool state export to csv file (export_prefabs)