201,979 Commits over 4,171 Days - 2.02cph!
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
EntityManager.Save rename for clarity
Item decay logging checkbox
ManagerExtension.Reset instantiates a new TPersistedData object
Make and Baby invalid items for spawning
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Changed some things to expression bodied properties
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Reduced zoom to map input buffer reset timer
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Grabber now does 2 dmg before pulling but has 1 less range
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Missed a file in the prev commit
Instance null check that's needed on exit in C+S mode
Slasher now flips surrounding enemies away from itself before doing damage
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.
Placeholder scale effect for gamemode value changes
placeholder hit recoils work again
Units only register for entity updates if they're GameActivated
Fix for recent squad editor errors
Allow building debug server without building release version as well
OUtlineEffect for client only. Fix NRE on built Server
Get rid of outline warnings
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
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
setup new mini unit frame with anim/texture etc
Manual Linux Build (Ubuntu 14.04.5)
tweak mini unit frame hover speed and in range color
Reduced slasher damage to 3 per unit, Grabber now uses it's attack def damage. Update attack descriptions for both units.
Fixed PathFollower.Compute leaking Lua references
Unit bar portraits now responsd to hover events. Input ignores unit hover events if there's a unit portrait hovered
Updated native plugins for Linux (built with older version for backwards compatibility)
Removed ClearSelectedUnit(), now call SetSelectedUnit(null) instead. Removed tile clearing from this and separated it.
Unitbar selection stuff works mostly.
Updated how wanted works.
Unit bar button transition effects now manually controlled