256,094 Commits over 3,990 Days - 2.67cph!
updated Control1 map to work again
Wrapped some editor functions so build works again
Custom build squad checker now works with new map DB
newly crated map files are now correctly flagged as dirty
squad loading
Removed unnecessary Setup() call before loading a replay
Server pinging/querying is a webjob
Fixed website link
Users, not sessions
Homepage info
Project Sales: todo
Added Post method to resource
Send Beta Keys Individually
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)
map type value is set in it's data file when the map is created
it's nearly working again...
Latest data
Pass beta codes using query instead of page url
Specific Rand instance now required when creating a LineParticle
Fixed diverge comment frame, replaying a stage with diagnostics after a diverge will log info about rand calls
ChangeIndex
Fixed Server Broadcast
Playing a recent replay owned by the local player will now attempt to use a diagnostic version of the replay
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
Fixed back button issue on pause menu
changed some rand.fixed to rand.dynamic
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Temp fix for crosshair breaking after a stage restart
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
fixed building placement physics checkbox not respecting building rotation
Let's encapsulate with UNITY_EDITOR more correctly.
LocalDynamicNavMesh should be server only.
Merged branch to main (Humanoid Npc Planner). Scientist npc wip, cover system, local dynamic navmesh, htn planner wip.
Set up Think AI to reflect that on main.
Let's not forget to commit the deletes...
Removed strips planner.
Removed StagPoint HTN system.
General branch cleanup.
AI put to full dynamic navmesh mode.
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
Moved welfare payment messages from InfoMessage to Notification. +material change
Added an editor preference that exits Play mode in the editor when a compile is detected
Instancing for DrugZone platforms.