199,490 Commits over 4,140 Days - 2.01cph!
Merged the merge to main.
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
Ice lakes / extended decor and clutter maps to prevent bushes spawning too close
added a feedback button to global UI that brings up the F7 feedback form
Ice lakes / further clutter spawning fixes
Made snow specular more noisy
EntityViewUtility NRE fix
cliff_collapsed_01 files & prefab
Added collapsed cliffs to levels
Searching for an online game now auto starts an AI match if there's no one else queueing. Added checkbox to menu screen, to disable this, but defaults to ticked,
Added a new greyed out version of the normal-mode cursor, switch to greyed out cursor during opponent's turns
Moved attack tile highlighting logic out of AttackState and into a function of TileHighlighter that takes a Unit param
Merge from art.
Various changes.
Removed BoneFollower (client optimization), second attempt
Static class for calculating match outcome Elo ratings (expeted and resulting)
Elo test script
Proxy players don't need inventory at all, only server and owner do. Removing inventory from proxys.
Added eloRating to PlayerRecord protobuf
PlayerRecord entries are now created with default Elo.StartRating value
Nicer street gen but still some gaps and errors
Continuing to refactor things out of the general character into more specific sub-areas. Motor this time.
Doing the same thing to inputs - Moving from the base Character to the server and owner, removing references from proxy.
Better automatic nav mesh obstacle sizing for resource views
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain