193,468 Commits over 4,079 Days - 1.98cph!
windows symbol gen/upload
Male nipples don't cast a shadow anymore.
fixed mission panels destroying themselves
Trait selection back button, prep for text / points hookup
Tribe create trait picking
added age overlay to humans
merge
Had to add a utility to update asset IDs. In the new prefab system, prefabs can't be edited directly so stuff like OnValidate doesn't really work like it used to. Game basically seems to run fine though.
[D11][Jenkins] Always unmount build drive on failure
Made non positional various interactions on buildings that don't have interaction positions.
Tribe create mouse over uses raycast instead of spherecast
Tribe create start game button is disabled until you make enough units (configurable per scenario, > 0 or == defined limit)
Fixing PlayerCamera.CameraComponent being null or pointing to the wrong camera
Dont let AudioManager play anything until game has been fully initialized
Refactored UI management to load each screen from separate scenes, mostly so its easier to work with and we dont have to deal with huge merges
Added SceneSelection property attribute & drawer for path strings
EntityView disables NavMeshAgent via OnValidate, re-enabled after leaving pools
Tribe create no longer creates units at world origin, passes in slot positions which should prevent any navmesh init warnings
Fixed DOF on menu screens
[D11][Jenkins] - mount build drives and unmount
Merge from entity_parenting
Disable NavMeshAgent on UnitView prefabs.
Fixed slight camera jump when parenting / unparenting with parent that is rotated on the X / Z axis
[D11] Fix for assets pulled into the warmup bundle because they are dependencies, but which were originally in other bundles, not being in the TOC of the warmup bundle so couldn't be loaded at run time. This seemed to mostly affect sound effects.
Fixed light stutter in entity rotation due to Quaternion == comparison in SetNetworkRotation
[D11][Jenkins] - copydir destination builds
Fixed C/S compile issues.
sound.Add sounds with volume < 1 are no longer silent
NPCs now supports custom A* waypoint pathing as an alternative to Unity Navmesh.
Fixed items being removed from containers / machine process being shown for a short amount of time if they are destroyed.
Logging in AudioManager for missing dictionary key.
Fixed ForcePositionTo issues (needs to be in world space)
Fixed item removal happening at the wrong time in FuelToEffect process.
Capacity renderer and tooltip info are now more accurate.
Player rotation correctly follows parent on both client and server
[D11] Copy to network share
refactored away static BoardPoint.New
burner flame length fix when firing over blank tiles
Updated output path in protobuf generate scripts
Fixed anti hack issues when parented
Position in player ticks is now local space
Added parent ID to player ticks, ignore positions from outdated parents
[D11] Fix for define issues
Fix for repair state adding construciton info multiple times
[D11] Modified to enable crunching on textures that already have per-platform settings if not already enabled - when setting console texture max size
Wanted stars hide entirely when player isn't wanted. Nicer for modes that don't use crimes at all.
Wanted system working well, simplified + fixed some code, added the stars UI back in.
setup icon render for body customisation
adding body icons
more material cleanup