193,430 Commits over 4,079 Days - 1.98cph!
Default upgrades are now added to a queue, and when the building is ready they now have to be constructed instead of being magically added.
Harvesting flagged resources AI now checks all dispensing interactions, not just take one.
Fixed it being possible to get an empty behaviour chain if all behaviour elements are flagged as skippable.
Disabled read/write on a few textures (mostly trees)
tweak Replay UI frame alignement, added background to xp bar
fix shshi 2 hat material assigning the wrong material
Fix spectator bug with multiple players
Merge from swamp_tree_performance
[D11] Get rid of _outgoingData not needed anymore.
Should no longer be possible to attack disabled target.
Various hiding from UI of abilities.
merged to release for steam
replay controls prefab update.
scene.
[D11] [UI] fix for old HUD null reference error
implemeted replay "faster" button - bumps speed to the next 1x step increment
Updated Facepunch.System memory pool to latest version
Cleaned up plugins folder
SFX & audio listener on tribe camera rig.
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
Made sure all herb resources have the general gather player command
Hopefully fixed NRE when deconstructing buildings
A bit more work on Scientist AI.
removed unused enum from Replay.
removed debug printing on replay load.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
most stuff now checks settings from the current game mode definition, rather than specific mode checks.
added mode definitions for all 5 modes.
making eyes blinking great again
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
Webrcon works a little bit now
tree pine fbx change to match manual changes on prefabs
more eye fixes (probably nothing but unity said it changed when I saved)
Tree trunk item doesn't pool views.
Logging for trying to return null view or view without prefab data.
Progress on getting standalone server to use pgsql, also adding webrcon support (also added commands cause they were completely missing)
Swamp tree atlases
Modified swamp trees to render as a single drawcall per tree
started refactoring and adding support for a cleaner game mode system.