256,234 Commits over 4,018 Days - 2.66cph!
More UI hookup, emblem editing now works.
Various events refactoring/cleanup
Tree felling force tweaks
New lift prefabs
Updated manifest
Updated manifest file
Potential lift fix
Fixed sales info not showing
fixed bug with players not showing their correct spine orientation at short distances
Server list now comes from manifest
Fixed server connect issue
New aggregate urls
Templates
Sales names
Set id's as md5s, since they're just hashes anyway
Latest
Fixed other urls
Removing trigger history
Analytics force closing detection
Cleanup
Updated spawn prefabs (some stuff for Barren and some reordering)
Removing some old unused prefabs
viewmodel organisation -
clean export for medical syringe
Fixed rocket factory tower lod distance
directional armour is now calculated and saved in UnitDmgInfo
AI will now prefer attacking and moving to attack locations that let them attack units from weaker sides (sides/back) where possible
Include updated sessions in query
Latest
Session force closing
this one slipped through commits
Lift colider fix
Launch site Scene2Prefab
More aggressive lods on rocket factory objects and walkways
Fixed typing an N or M while commenting causing sfx / music to mute
chunkier barrel hit sound
barrel gib effect
pickup items play a sound instead of moving to inventory silently
gibs have an 'explode' option to push them away from the source object
lifts were missing a decal renderer script
Removed unused feedback icons
Driftwood can be gathered
Optimised RegenerateAnimDataNeighbours(), moved when it happens to make stage loading smoother
renamed Practice button to Play A.I and make it not editor-only
Added MovementDirectionScorer which scores tiles favourably the further up/down the board they are from the unit, based on the advance/retreat flag
Removing greybox models left from prototyping time
mtl fix on old train crane
added grass displacement to Trash-pile-1 otherwise lost in grass
Lifts / roofless variants
driftwood material tweaks
Working on async stage loading - done for Octopus
Robot stage now uses async loading
SatelliteUnit now loads asynchronously
Can now rotate Pxcs before they load, Tentacle stage now loads asynchronously
Laser stage now loads asynchronously
Wheel stage now loads asynchronously
Mine stage now loads asynchronously
Merge branch 'stage-async'
Merge branch 'master' into stage-async
Fixed desync caused by the new stage loading system
Fixed debug comment file becoming unreadable
Cherry picking
21442 and
21443
Adjusted temperate biome ore distribution (50% stone, 25% metal, 25% sulfur instead of 33% each)
More restrictive analytics
TileScorer can now collate individual tile scorers to get a combined list of tile values
AI now prefers higher terrain when moving as default action
Latest Data
Footer height
Cleaner footer
Adjusted ore spawn rules so they really only spawn near rock formations
PrefabParameters is now a PrefabAttribute