256,509 Commits over 4,018 Days - 2.66cph!
Now using a compressed format for Pxc source files
Fixed Pxc anim compression
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua
Fixed 4 small issues
Fixes garrysmod-issues/issues/3223
Fixes garrysmod-issues/issues/3226
Fixes garrysmod-issues/issues/3224
Fixes garrysmod-issues/issues/3225
super buggy wip trajectory display
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
Unit bar button transition effects now manually controlled
Updated how wanted works.
Removed ClearSelectedUnit(), now call SetSelectedUnit(null) instead. Removed tile clearing from this and separated it.
Unitbar selection stuff works mostly.
Updated native plugins for Linux (built with older version for backwards compatibility)
Unit bar portraits now responsd to hover events. Input ignores unit hover events if there's a unit portrait hovered
Fixed PathFollower.Compute leaking Lua references
Reduced slasher damage to 3 per unit, Grabber now uses it's attack def damage. Update attack descriptions for both units.
tweak mini unit frame hover speed and in range color
Manual Linux Build (Ubuntu 14.04.5)
animate invuln pixel toggle
setup new mini unit frame with anim/texture etc
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Get rid of outline warnings
OUtlineEffect for client only. Fix NRE on built Server
Allow building debug server without building release version as well
Units only register for entity updates if they're GameActivated
Fix for recent squad editor errors
placeholder hit recoils work again
Placeholder scale effect for gamemode value changes
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Disabled web gl build stage
Slasher now flips surrounding enemies away from itself before doing damage
Instance null check that's needed on exit in C+S mode
Removed camera effect pack
Missed a file in the prev commit
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Grabber now does 2 dmg before pulling but has 1 less range
Fixed passive AI in level 2 and 3
Fixed game init routine bad scene name
Renaming all the things
test jenkins file
Typo
Merge branch 'master' into Ian