255,625 Commits over 3,990 Days - 2.67cph!
clear player vibration when exiting stage
diff pixel debris types for each pixel
Don't destroy items if the pickup failed!
New mission type + some extra tweaks
More item work.
Manifest.
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
Fixed the no condition Invite to Party ability being exposed to UI
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
bullet sets proper final accel/friction/etc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
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
Entities can be replicated (no arrays)
Merge branch 'master' of github.com:Facepunch/SandboxGame
Refactoring items for different metal types.
DProperties.Clear and DListView.SetSortable fix
Fixed DListView_ColumnPlain (DListView.SetSortable(false)) having
white-on-white styling
Implemented DProperties.Clear properly
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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Update bindinggen, move some variables into native, doesn't work yet fuck knows why
More constructors, fix type name
fixed NRE when uploading icons
more approval junk
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wip tile highlighting for buff/heal of friendly units
Added Camera.onPopulateDrawList()
Added Quaternion.setInverse(), setNormalized()
Subtracting new ore nodes
Network++