199,199 Commits over 4,140 Days - 2.00cph!
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
disable replay debug loggin
healer attack description tweak
Renamed teleporter stuff to jumppad.
Unit info cards now show red values for reduced armour (needs colour tweak - maybe setting the white BG colour isntead of the text? Thai?)
Units now carry on playing their move anims while flying from jumppads.
Added GetBlock() to unit definition that returns the correct value for a passed UnitSide.
Allow a custom allies list, which will let us team up characters in race mode. Previously allies could only be based on character class.
New system for getting a car
Fix spectator bug with multiple players
Don't do checkpoints for late joiners
- Fixed spawning in cars; now waiting properly for vehicles to init before getting in.
- Now setting allies with your teammate in the same vehicle
Require four active users to start round
New editor testing option to skip start trigger requirements in game modes
Improved new Scientist aim system
plastic finally allowed me to find the .mat change for the l96
[D11] Patch in the GetAddress
updated Biter attack text.
Added an exit replay button to in-game menu, gets swapped in/out with surrender button, depending on the current mode.
Don't show XP/level up stuff during a replay match outcome
commands no longer try to set a local gamestate if in replay mode
show map name and preview sprite on match history entries
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Scene2Prefab Military Tunnels
wip replay controls placeholder UI / prefab
don't show regular fast fortward button in replay mode.
show replay controls only in replay mode.
fixed escape menu not disappearing when quitting a mode.
Proper fix for fastimpostor NRE
Slot machine , fbx and prefab set up, + arm animation.
Kinda basic obstacle avoidance for camera.
replay controls can now control playback time scale.
WIP on getting Scientists ready for Cargo Ship.
EyeTransform properly matches look direction.
[D11] Add BytesSentPerSecond and BytesReceivedPerSecond to litenetlib and hook them up
fixed pine tree impact fx (no idea why the previous way was broken)
Fixed spinnerwheel quaternion related errors
[D11] [UI] wip changes to the notification areas aesthetics
Disabled fastimpostors on macOS until fixed
[D11] Handle the kick in litenetlib
replay info + updates each turn.
emotes and chat no longer break replay playback.
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
changed replay speed from 6 buttons to a slider and 1x/pause
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
Disabled emoting in replay mode, space bar instead toggles pause/1x speeds.
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
[D11] [UI] fixed a misplaced float causing an error in a server build