193,688 Commits over 4,079 Days - 1.98cph!
Team deathmatch doesn't need the fancy character selection anymore
Added automatic team balancing option on the character selection screen. Will need to also validate this server-side
Selected overlay on UnitListWidget
Unit panel, inspector, bars etc.
Fixed levels not loading for client in editor.
Fixed false cleanup errors when stopping the server in editor.
Dont update morph bone targets if parent Unit entity is not yet fully initialized
▅▋▄▆▇ ▄▋▆█▌ ▋▆▇, ▍▅▌▉▌ ▆▇▊█▉ ▌▇▋ ▆▄▆▌▊▅▉█▉, ▅██▆▉▅ ▋▊▅ ▍▍▇▅▉▍▉▄▄
adding avatar accessories
enabled blinking cp
disabled scale on hover on mission panel
Fixed exception in Supplies init
Various entity destruction, collection view cleanup
Refactored belt input a bit, added mouse wheel support - can now scroll mouse wheel to select belt slots.
added video option to disable decals + debris
Don't show mission panel on login.
Turn banner anim event I missed in previous commit.
invoke group member added event when loading
Updated post processing package
Stat events now use System.Action<>
Cleaned up morphs init/load
Combat one-time init stuff moved to Setup
player turn banner is now also fast forwarded if fast forwarding
Added selected element object to UnitFrame
Fixed unit loading not getting the a prefab for their age/gender combo (and NREing)
Moved dead components setting back to unit init
Massively reduced the volume of move/attack tile and button hovering audio as a placeholder fix until new audio from Alex.
Fixed UnitSettings.Load not pre-loading
Added error logging to BaseEntity.PreLoadComponents when we couldnt find a matching field for the data type
Fixed UnitPortraits request queue processing causing NRE during load
Hide mission panel X.
Show player's steam name during practice/daily challenge matches if available, otherwise default back to PLAYER
clear grid positions when an entity enters the pool
removed an old test model
hot air balloon server and client collider meshes - separated colliders by material on client
prefab setup for respective colliders
Fix NRE on NetworkUser disconnect
Added level components in all scenes
Muting saves to the database so you can't reconnect to avoid it
StatCollection loading logging upped to error status
Some loading / initialisation fixes
testmap_small has a networklevel