201,566 Commits over 4,171 Days - 2.01cph!
OnGameReady things (BaseEntity, EntityComponent) now share IOnGameReadyHandler interface
[D11] Title Screen visual update, and reworked system for switching 2D backgrounds on Frontend
Fix some rendering issues caused by render scaling
Merge from entity pooling
ECS time warnings under BeforeDebug flag and editor only
[D11] Parse the protocol version number
toggle camera rotation and game input with in-game menu visibility.
Fix mouse position when using a different render scale
Fix for the delete queue error. Needs testing, needs tidying up...
hide any previous 8ball outcome bubble as soon as you click for a new outcome
Added Entity/Component OnGameReady callback to avoid messy event listeners and pooling being shit
Added 8 ball trophy script, added anim event to 8 ball animation to trigger outcome, prefab updated.
ConstructionInfo persistence WIP
Graveyard fence and pillar / meshes / gibs /materials
[D11] Re-enable notifications
Dont pre-allocate for all entity types during game warmup
Run render scale in edit mode to avoid magenta screen
added magic_8_ball trophy with anims and materials etc
split previous commit into IsClatterPacket and HandleRacknetPacket functions, actually.
Renamed RaknetPacket to ClatterPacket and inverted the outcomes to make more sense, handle un-handled raknet packets by ignoring them.
Fixed crunch compression not doing anything on ores
Enabled crunch compression on more nature textures (icesheets, ores and overgrowth)
Network player rotation in local space (eyes.bodyRotation instead of eyes.rotation)
Network++
[D11] Ignotre .meta files
[D11] Copy over XboxOne debuggables to build drive
Physics options.
Fix for deconstructing the settlement level up addon not triggering the level up activity again.
Shader organisation, moved some more stuff into always included
Fix for cancelling deconstruction at 0%
always create desires for possessions even if the required item is locked
merge from stockpile stuff
tanning station interaction position data
Interaction position sets can be rotated.
Fixed overlapping positions on tanning rack.
Fixed some AI that was only allowing the original crafting process and not the new non attachment point one.
Validation makes set current building non positional.
Tweaked Scientist grenade throwing.
[D11] Correct path for unity
[D11] merge
28825 from milestone branch (spawn point temporary fix)
[D11] another change from the milestone branch (don't populate the cache here, order of assets doesn't necessarily match the order of asset names)
Some more Scientist adjustments at Military Tunnels.
[D11] Rest of the Native PRX's in symbols store
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Enabled crunch compression on tree textures (except billboards)