193,468 Commits over 4,079 Days - 1.98cph!
Update round-based casts that can now be more general and reference the base class shared content. Also gets welcome screen info text and scoreboard screen working.
All persistent modes handle respawn, not just Killing Spree
Removed code that's now in DoBaseGameSetup
Unity latest version doesn't like Ctrl+C as an editor key command anymore. Changed the quick connect command to Ctrl+E
Set up vehicles, NPCs, and events in persistent game mode
UI update daily mission toast and score
Customisation file cleaningsorting folder, renaming prefab/material/textures, removing useless subfolder and material
Remove no longer needed game mode events
Whacky races weapon signs fix/improvement
Charcreate styling WIP.
Empty ghost for char creation.
Charcreate foliage has its own render queue prio to unbug it.
Adding shop support back in to the game
fixed player models being offset wrongly on parented entities
Update and fix some issues in the standalone daily challenge DB
viewmodel bob calculation works with parenting
player model animations work with parenting
Nuked a bunch of old assets with missing types
Moved volumetric light beam plugin to std assets to see if that has any bearing on standalone builds
Added new editor for ZoneSeasons component to change season in editor, also buttons to biome editor
fixed null targets in building goal plans
Bonus to current building goal plans if the current building was player commanded
non station requiring jobs enabled by default
Fixed Crafting at Machine goal failure from triggering while we are taking open orders.
remove minidump wrapper from worker threads (they'll work automatically)
umbrella tree with broken imposter
removed extras from foliage shader
Fixed instant build cheat again.
Removed some needs felt spammy.
Need fulfillment will now always trigger the event on the need (fixes goal failure needs lingering in the notifications).
Don't kill player with parent, unparent and drop into the world instead
Fixed cargo_ship_hull, cargoship_turbine and cargo_ship_fin colliders
merge from entity_parenting
Test platform entity aligns to terrain normal
Player controller inherits Y axis movement from parent
[D11] Inventory icons reset and fix for UIInventory define
Potato plant meshes/growth stages/ textures and prefabs
[D11] [UI] Fixed condition bar not being hidden when item in slot becomes null or breaks.
[D11] Meta files for PS4 Textures
merge from entity_parenting
lua stack traces to error logs
add console buffer to crash logs
[D11] [UI] Fixed new condition bars not updating correctly. Adjusted colour values of item slot background on belt bar and changed condition bars to have an alpha of 0 by default.
Processed Merge in ItemIcon.cs.
[D11] Fixes and improvements to the Inventory screen and new HUD screen
[D11][Jenkins] Sort out the folders. Also try and compile via one method to speed up
More notification rework.
Added daily challenge entry toasts.
Added in-game option to disable seeing daily challenge toats.
UI prefabs/scene changes.
Added interaction to set current building (also assigns the building job).
Tidy up of conditions on some other interactions that were available on the cmapfire even though it's not finished.
[D11] Do Translation.Init much earlier to avoid stalling the async warmup bundle preloading.
[D11][Jenkins] Enable other platforms
[D11] Utility script to do asset modifications and various stat gathering