200,682 Commits over 4,171 Days - 2.00cph!
AssetMenu uses FormatAssetName instead of display name (some of our assets have the same display name and weren't getting their own menu item).
EntityConsumeValue can now prioritise certain interactions.
[D11] [UI] Updated Quick Craft radial menu textures and implementation to now correctly display the queue information. Temporarily disabled craft multiple logic until the limit can be increased.
User allies cache the ally list. Simplified player label updates and removed the need for the complicated event checking.
Fix criminal script on NPCs
[D11] frontend/bootstrap integration WIP. Missing bit of bootstrap.
Deleted a few more unused things
[D11] Get online id method added to the platform services interface, replaces the hard-coded unique id stuff on XBone if available. Made the XBox services available (for development) in the Editor to make it easier to work on.
Interaction Plan lists can now be sorted by time to dispense. This should fix people sometimes taking all when they should just take one.
Deleted a bunch of old assets and scripts.
[D11] Platform services interface, with XBox One user services official plugin integrated.
Fix for loading items list from bundles in editor
Added menu option to build the active config
Renamed AssetIterator to GetAssetImporters
Allow server.levelurl to be set to the empty string on the command line to override the default download location
Fixed UserStats not serializing
Updated scoreboard to use the new ReadyPlayerSelections synced to the client. Team selections aren't working though
Making PCUserAllies into an optional component script that only Whacky Races uses at the moment. Added ally checking methods to WiseguysUser, and a new IAllyComponent interface, so any IPlayerComponent can implement a custom ally system for a particular game mode.
SFX pitch shift, re-enabled unit audio in higher game speeds
tweak post process and offset avatar position to reduce flickering
Fixed crafting UI elements not being clickable
Removed duplicate head from gui game scene
Build button behaves & animates properly.
Fixed BEF-606: Clicking an order on the command bar, and then clicking it again to clear it, makes it impossible to select a building until you rightclick.
Fixed CraftingStationTab not assigning TargetCraftingStation
Add bill_b_test_map to the build settings at its new location
Added a param to NetworkUser to mark if it's initial creation or just a reconnect. Only calling creation stuff when it's actually first created.
Changed transform order in Leader's Hut
Proper impostor fix for Metal
merge from building inspector
Entity.AsX cast cache fields now methods with ToX() naming
Building inspector tab basics,
Fixed settlement level up notification staying hidden if you cancel building placement
Remove remaining PersistentPerson references
Added FP ObjectPool and GameObjectPool