198,742 Commits over 4,140 Days - 2.00cph!
Removed old UI fonts, and replaced them wherever they're still used.
Fixed asset list tree view sorting
Added building family defs for houses
Building tiers, families, upgradables
Databrowser tabs autogenerated from attributes
[D11][TUTORIAL] Added functionality to override the contents/loot table of the cargo plane cargo
Addon slot types are now a definition.
Updated data accordingly.
[D11][TUTORIAL] Added Crate drop tutorial. Tutorials can now contain "passive" sub tutorials, that aren't required to be shown (such as you are to cold), You can now set the tip tutorial text show time length via the show text tutorial step, re-enabled the code for baseoven (haven't checked on ps4 but should no longer crash)
Trigger system optimisation, delay support
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Reduced skill gain from research to reasonable numbers.
correct linux 32-bit vphysics interface
build lua_shared for linux 32-bit
TriggerSettingsWrapper.LastTriggerResult stores properly inverted value when applicable
TriggerSettingsWrapper stores last result and last trigger time
[D11] Fixed crash when accessing loot Panels. Fixed issue with closing carousel items
Add existing buildings to settlements when created by campfire placement
Nuked redundant progression designer tool
[D11] Apply deadzone for left/right stick correctly
Tasks are now triggered directly by unlocks.
More placeholder data.
Improvements to strings displaying information about unlocks.
compile linux 32-bit client
[D11] Close admin console on player death/respawn. Prevent respawn selection when admin console open. Prevent secondary action use, when admin console open.
Various game events cleanup, logging
[D11][AUDIO] Audio Folder set up.
Fleshing out more boilerplate
ConfirmAttackState maintains trajectory display
Disabled santa airdrop
network++
[D11] frontend changes wip fix #4; PagedUI no longer automatically opens the first page in the list, probably best not to assume the ordering, and Rust pushes it manually anyway, and it makes it easier to deal with PagedUIs which don't instantly activate, which leads onto the next point - in game code no longer references the frontend (which was crashing since it is no longer loaded then), the options menu and corpse stat panel both simply create their own PagedUI instances. Not really sure why they need this at all since they are both single pages, but I guess it helps should they get more complicated. Some simplifications to PagedUI.
[D11] frontend changes wip fix #3; PagedUI should not have been a singleton, FrontendUI on the other hand should be. This opens up the possibility of creating more PagedUIs (which needs to be done anywhere FrontendUI is currently being accessed in game). Also remove confusing casts that are no longer necessary. Remove references to global UIs when the parent UI can be known locally, makes it much easier to reuse UIs in several places.
Fix null check on MonoBehaviour via interface, which was causing errors at end-of-round.
Fixed prison looking for a CrimeManager over and over if it isn't there
Scoreboard show rank correctly
Scoreboard highlights the local user.
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Disabled xmasrefill event
Disabled xmas tree craft
[D11] frontend changes wip fix #2; start to unbind UI pages from the global PagedUI (which is really the FrontendUI...classes need some changes). Pages have a reference to the UI they belong to in order to make reuse simpler.
[D11] frontend changes wip fix #1 (see notes, hopefully temporary)