201,078 Commits over 4,171 Days - 2.01cph!
Simplified cap mask setup on dye sets; no explicit uv1 or uv2, now automatic via hair collection type
Optimized material property desc using shader property ID instead of name; adjusted material copy
Burner can now also fire diagonaly!
Launcher can now attack any immediately adjacent tile.
Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board.
added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile
updated UnitAttackAreaLine to work with diagonal attacks
added UnitLoopAttackRange
deleted UnitLineAttackRange as its not used (never was)
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
Viewmodel Clothing fbx files
Merge in all Bill Ford's fixes
Oak trees / meshes / textures / LOD's / prefabs
added first pass work experience scene
Fixed player movement not fully being disabled during a stun
Also fixed gravity not being applied during a stun
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion
Minor fireball now applies Poison5-30 (for demo purposes)
Fixed equipment and worn items not appearing when looting another player
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though)
Also increased distance tolerance for looting from 4 units to 8
Exposed status effect procs on BaseMelee
Character type/role refactor with a view to supporting game modes. Character types can now be defined as individual ScriptableObjects (see the new Resources/character/character.types folder), with no limit on the number of configurations. These will then be assigned to Game Mode objects as NPC types to spawn, or player spawn types. Starting inventory can be customised as well.
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
Made combat logs event serializable
When a combat event is triggered it is now sent to the owning player client
When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
Launcher attack LOS change.
Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
idle AI tweaks.
Added next winning GPV button to debugger.
Added client file cache corruption detection (+ automatic resolution)
Improved WiseGuysTools mode selection interface
crafting table update with small rock renderer for seb
mod slots are now clickable buttons, init takes an action
UIUnitModSlots listens for clicks
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more modslot clicking actions/setup
Fixed animals getting stuck in water / along the shoreline.
Container registration WIP
Updated postprocess stack v2 to latest (fix for editor errors) + reapplied opts and fixes
Tab overlay UI is now toggled, shows building details
Standardised a bunch of UI element positioning code
Detail overlay UI no longer blocks raycasts
basic implementation of clicking inventory mod slots to equip them (need to do UI refreshing still).
CareerUnitMods will no longer alow adding of more mods than the unit has mod slots.
Patched postprocess stack v2 to work with -warnaserr
Disabled postprocess stack v2 player define setter...
Added "storage" protocol version
Disabled client file cache (test)