193,677 Commits over 4,079 Days - 1.98cph!
added confetti anim event
Small tidy up of AssetDependencyCache
Added AssetDependencyCache to enable incremental builds for prefabs etc
wip nicer trophy rotation (getting latest)
Fixed dynamic occludees not updating properly under debugcamera
fixed crate map marker weirdness
Updated confetti cannon model rig
Added cannon anims
[D11] [UI] Added #if define in "Achievements.cs" to prevent coroutine incorrectly checking against a D11_NEWHUD only file. Adjusted colour of "Disabled" buttons on pie menu to match their disabled hovered counterpart but with reduced alpha.
Fixed Navigation.Setup NRE
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Senses skips resources that require player command flags and are not flagged
Various fixes, renamed entity init first time arg to "is_new_entity" for clarity
[D11] [UI] Submitting finished Pie Radial menu with fixed textures and functionality. Submitted new Building Context menu when utilising a non-deployable planner (building planner). Added animations, transitions, and functionality for building context menu.
Fixed tree/impostor shadows broken again on 2018.3.0b4 (BEF-569)
[D11] server side change relating to my last checkin - now the client and server have the pre-built 1k procmap to skip the download stage. Once the server is upgraded, we'll leave the prebuilt maps behind.
UnitAttachments fix fix.
OnGameReady fix.
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UnitPathElement unsets selected unit and target if they are destroyed or disabled
More fixes for the separate client/server prefabs
Fixed some issues. Everything actually seems pretty good with 2018
Automatically retry database operations
more post proces stuff
fixed booster ghost volume motion vector settings
Added l96 admire anim, hooked up in animator
More robust casting in Apex extensions.
viewmodel, worldmodel, projectile and entity prefabs, deleted unnecessary files
Fix ghost players issue, added bot options to send hovers and request the leaderboard
Left Ctrl unflags harvest commands in drag select
Actually fixed speed controls
Invoked tick in HTNPlayer made a bit more robust.
scaled plunger hat up 125% but then shortened handle significantly, and re-rendered icon
added plunger hat, tweaked school cap default material colours so it works better in tutorial
Merged DispenserInteractioNSettingsWrapper into InteractionSettingsWrapper to prevent casting in hot path AI
[D11] supply a specific 1k procmap that fits in memory on ps4, the game won't actually switch over to this until the server side code is committed and the server instance is updated, but at that time we can dispose of the prebuilt maps.
Also I forgot to merge over the change on the milestone branch where the prefab warmup was turned off for now.