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AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
stamina use for projectile weapons
autohide hud elements when inactive
hotbar fiddling
Random squad generation wip
Allow non local connection
Renamed Color to Main Color on before/foliage shader due to runtime errors
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour
AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
Race mission fixes
Avatar downloading from Steam Friends
Moved victory checking to Stage_Scoring
Fix the generated code for ref/out, still need to fix all the callsites though
Fixed a bunch of skinnables not having their bundle set
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Attempt to fix rock formation offset
Fixed an interior disappearing on the lowest settings inside the rocket factory
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
Added Unit.RequiredForVictory, now used when deciding if a stage is complete
Merge branch 'master' of SpaceUsurperUnity
Fixed property that got overwritten in a merge
fixed chunk scaling bug when form destroyed
merge
start on menu stage
added new skydome and skydome cloud prefabs
Leaderboard entries from old versions of the game now show up as red
Added way to create fake comment authors for game notifications
viewmodel organisation - clean exports for some vms
set materials back to speed tree
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
Fixed ropes on ragdolls being attached to the wrong place clientside
Tweaked LOD distances to prevent pop in
Scene2Prefab
Removed unused reference to Facepunch.Steamworks
Jenkinsfile - report build errors, fixed BuildInfo
Effect icons in the detail view screen are now the same as the HUD widget
updated Workshop.onDownloadResult method to ensure that the item's app ID matches the client app id, as described in the DownloadItemResult_t Steamworks documentation
Merge pull request #45 from richdog/master
Updated Workshop.onDownloadResult to compare downloaded item's application to current application
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)