255,023 Commits over 3,990 Days - 2.66cph!
Options navigation tweaks, can now close menu
Fixed toggle options not being visible
Better logic for picking which item is selected when changing page
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Each attack definition can now specify it's own CP cost.
Added ResetMovementCombatAction
Gathering for fire improvements.
Clamp npcs to the ground as we are traversing a navmesh link.
Fixed options menu navigation
Game no longer autoloads the last save
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
ConsiderationSettings.BlackboardReadKeys no longer abstract
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Cops no longer drop stuff when they die
using new placement effect
adding placement smoke prefab
hack so cores/pixelgroups line up better with pixels
chainedgun states and laser
improved chainedgun patterns
invuln spiral pattern
armor opacity depends on layer, base armor doesnt have to be default
playmaker callmethod repeat toggle for clarity
combined wait time in fixedcallmethod
chained gun setheavy
mass affects physics force
chainedgun 3rd form patterns
chainedgun pxc colors
chained level on menu
gun starting angle fixed
player mine gun
stage bulleteffect handler
bullet keyframe effects, repel player/bullets
bullet mass
refactored some pattern shooting from pixelgroup to stage_bulletpatterns
bullets can spawn mirrored/doubled patterns
patterns can move their bullets with them
patterns can exist until all child bullets have despawned
relative mouse aiming has less rigid radius
pattern rotation speed abs; patterns that follow player start aiming at player
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
removed non-relative mouse aiming
Merge branch 'master' into options
Fixed floor snap
Started to add heights
Don't show day in analytic reports
Added no alley hex 8 variant
Fixed rotation spazzing when picking up units
Fixed sending beta code returning error
Updated updatedtime automatically on roadmap
added PlayHiAnim() to UnitView, now ref that instead.
Unit hit gets triggered when dropping a unit onto tile
Placement effect now plays when dropping a unit on a tile in squad editor
Added DelayedDestroy script to JumpEffect
Moved info card panel display from long hover to hover event
Added scattering/fog support to new explosion shaders
Replicate view offset to server so it has correct aim position
Disabled top and bottom fade masks for unit panel
Improved Tool Quick Search - Now also searches tool category names
Added support for DTextEntry placeholders, DTextEntry.SetPlaceholderText and DTextEntry.SetPlaceholderColor
Spawnmenu search features now use the new placeholder functionality
Placeholder support for DTextEntry
It's HACKy
Improved Tool Quick Search
Now searches category names too
Fixed potential Menu state errors
Updated Lanuage Files
squad editor unit list now defaults to the large view, clean up
Smooth view when stepping up/down
removed debug test output
Can now display a unit's threat map as an overlay via the Morale component debug panel
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways