193,509 Commits over 4,079 Days - 1.98cph!
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added option to unparent instantiated effects, super rough wip trophy rotation (can be enabled per item, defaults to off)
Safety check default resolution when loading options
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Bastards tribe back to hostile to review BEF-436
sped up trigger anim a bit on confetti_cannon
[D11] Remove the zip after copying
M39, lods world model and view model and textures
Added InstantiateAnimEvent
Addded CustomisationitemView.Preview()
Added an editor preview action for CustomisationItemView.
Separated confetti cannon particle effects into a prefab.
Confetti cannon now creates the effect from an animation event.
Set confetti cannon cooldown and enabled delayed destroy on the effect.
Everything moved, just need to fix errors.
[D11] Copy the zip to the build drive for before deployment
Create asm def for a lot more stuff, way too big of a checkin...
Added resolution, windowed toggle options
set up trigger on confetti_cannon to play trigger anim and particle effect
[D11] remove IP so nobody accidentally attaches to the milestone server, now that the build has been sent out.
added animation controller and linked up anims for confetti_cannon
Fixed bundle assignments on some cargo ship materials
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Sickle meshes and textures
More work on scientists spawning on cargo ship.
Biome material library editor cleanup
Fixed it being possible to get stuck when cancelling a construction on a building that has 0 deconstruction time
Cursed cauldron meshes and prefab
Added full screen mode to graphics options
created wip confetti_cannon anims to use with the new customisation script
Default activity notification sound
Fixed command widget buttons hiding themselves after tooltip hover
Fixed vending machine breaking when placed on wooden foundations
[D11] Zip the build of the server
Reverted recent client-side changes to make Scientists animate/orient properly on Cargo Ship (it was too hacky).
board no longer gets serialized to/from protobuf and sent when creating games, gets loaded by the client from the map database instead. It was done this way originally incase we ever wanted to support resuming a game mid-game, but this is no longer a concern.
Contiued work on Scientist spawns / A* paths / cover points (disabled atm).
PooledAudioSource now uses GameObjectPool
[D11] Build.cs and BuildAssetBundles.cs from MS1 Branch
Unit names can be overridden by age and gender.
Age/Gender names for Deer.
[D11] Fix for Textmesh pro
Merge from d11_console_version
Reworked CustomisationItemView to used UnityEvent, hooked up the various game events to the item listeners.
[D11] Use D11JenkinsFile from MS1 Branch
[D11] Fix for issue when loading through bootstrap
[D11] [UI] Updated new selection animation to be slightly faster. Adjusted radial menu textures slightly to increase visibility of certain elements.
item cooldown defaults to false.
Can now specify an optional cooldown duration for interactable customisation items (Defaults to on and 30 secs)