202,078 Commits over 4,171 Days - 2.02cph!
- Added ConstructionCompletedEvent
- Added StatTriggerConstructionCompleted
- Other shit
- Setup island for animation
- Added a island bob and sound when placing a new building
- Fixes for island animations/parenting
- Added some UI defines and methods to format/colour stat based text
Support for a mutliple interactions "sharing" a single IPS
IPE updates
- WIP bridges commit before I fuck it trying to make it better
Merge from interaction_refactor
Updated mission dispatcher
Network updates
changed the buildings so they spawn in the item placement editor constructed
- More bridge work. Getting there
- NRE fix for when leaving bridge building mode
checking in some fixes tent anim controllers
Entity view managment inserts elements with correct default values
Fixed building view scale values
Removed Entity from EntityTypes enum
Fixed all bad BCD data related to the above enum change
Upped queriesPerSecond default
Data fixes
Default to Utlra quality
Radial menu runs condition evaluation on target SmartObject interactions (only shows those that pass)
Unit.Update no longer public or virtual, moved TickMorhs to UpdateMorphs
- Tired to make wood look more like wood would
Radial menu supports abilities and unit targets
Added AbilitySettings.ExposedToPlayer flag
Made some name fields in DataAsset [NonSerialized] (should stop weird name issues)
Fixed lighting mode tag in custom particle vertex lit and pixel lit shaders
- Started making a Bridge/island pathfinder
- Pathfinder cleanup. Now outs a list of islands
Replace KillerName in streamermode
- More controls, more building stuff, more more
- Birdge pillars now have colliders
- Bridges now require resources
- Started refactoring some stuff to support the new gameplay changes