193,207 Commits over 4,049 Days - 1.99cph!
Various fixes and weapon stuff
WIP cloud layer mesh generation + particles
Added GameDateTime to persistence type model
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
TimeManager shouldnt be saved with a timescale of 0
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
started some MoveState tidy up
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
Remove orphaned meta file
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
Added fadeout anim for notification prefab
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
Removed "Scaled" dateTime from TimeManager, added GameDateTime struct and replaced usages of scaled date time with either a simple day counter or GameDateTime
Refactoring items for different metal types.
Fixed DListView_ColumnPlain (DListView.SetSortable(false)) having white-on-white styling
Implemented DProperties.Clear properly
Revert sent_anim changes, dont want to change network protocol just yet
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Switched sent_anim to CBaseAnimatingOverlay, allows use of Layer functions on "anim" type SENTs
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fixed NRE when uploading icons
more approval junk
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wip tile highlighting for buff/heal of friendly units
Subtracting new ore nodes
Network++
Added TMPro
Updated mission panel
Added race leader
Finished automated packed map generation when sources are modified
added glass decal layer to glass shader so glass can have detailing and letters etc
added and updating whole building prefabs scene
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Office Desk / AC units scale fix
Merge from ore_nodes
Network++
Npcs are now more aware of cover points and in which directions they provide cover.
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
Now shows mission outlines in race bar
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
AI will heal in some (basic) situations