193,309 Commits over 4,079 Days - 1.97cph!

7 Years Ago
[D11] Slightly better unique Id
7 Years Ago
Moved view prefabs to Assets/Prefabs, updated tools Exposed highlight renderers on EntityView ResourceView adds only LOD0 renderers for highlighting
7 Years Ago
Removed ancient unused broken gib prefab
7 Years Ago
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
7 Years Ago
[D11] Get Some stats linked up, still more to do
7 Years Ago
Fixed cases where SeasonNames was being used as an indexer (no longer works as it now has the Flags attribute)
7 Years Ago
Updated manifest
7 Years Ago
reworked DM2 map
7 Years Ago
WIP mission panels update UI on several window for consistency, added team color to career slot save update icons
7 Years Ago
Merged from AI improvement branch.
7 Years Ago
Merged from main
7 Years Ago
MT Scene2Prefab
7 Years Ago
MT test spawns for new AI.
7 Years Ago
fixed some edge case areas animals spawning inside cliffs
7 Years Ago
progress backup
7 Years Ago
Removed highlight calls from UnitIndicator as its handled by IInteractable
7 Years Ago
Save
7 Years Ago
Removed missing scripts from view prefabs
7 Years Ago
Don't need old RPC
7 Years Ago
Checkpoint FX edit
7 Years Ago
Finally got checkpoints activating properly sorted
7 Years Ago
Checkpoint stuff. Server checkpoint is telling client checkpoint to activate too early though and it's not working. Working on it.
7 Years Ago
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7 Years Ago
Merge from combinedfog
7 Years Ago
Merge from main
7 Years Ago
Atmos volumes now visible from outside w/ distance-based fadein Finished combined fog opt
7 Years Ago
Scenes
7 Years Ago
Save
7 Years Ago
Facepunch.Highlight port, refactored to support some preset types/colors
7 Years Ago
fixed platform colours
7 Years Ago
Removing object pool checker for now as there are no pools to check anymore
7 Years Ago
Hacky fix for resource views visuals not matching dispenser quantity on creation
7 Years Ago
smoke grenade NRE fix
7 Years Ago
fixed deconstruction renderer
7 Years Ago
Deconstruct no longer requires a unit to be selected. Building AI handles deconstructing once the player has set a building to be deconstructed.
7 Years Ago
Yet another merge from main
7 Years Ago
first pass on making the building view show deconstruction
7 Years Ago
merge from main
7 Years Ago
IOORE fixes
7 Years Ago
NRE fix
7 Years Ago
Jobs management UI will show all jobs, jobs that require stations are disabled when no slots are available Building assignment slots have a remove button Properly fixed bad cursor state from player command buttons Fixed missing weaver station ownership slot icon
7 Years Ago
More UI sounds Unit explosions and gib physics sounds Tile fall sounds New booster sounds Lots of misc sound tweaks
7 Years Ago
Fixed building inspector crafting/research tab state getting into a mess Fixed inspector pick research button being interactable when the tech tree has no content to show
7 Years Ago
Fixed weaving station missing research skill and interaction data (causing an NRE when you tried to view the research tech tree for the building)
7 Years Ago
Dispenser replenishment can be disabled per season Berries only grow in autumn
7 Years Ago
Deconstruction now works (but looks a little janky)
7 Years Ago
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
7 Years Ago
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
7 Years Ago
Context menu collates targets and commands Context menu stays in screen bounds, blocks player input again Building assignment slots are RMB or LMB Fixed player command toggles not changing cursor when toggled off via UI click (was fine when using escape) Fixed TimedButton not stopping audio if you release mouse button early
7 Years Ago
formatting fix