202,218 Commits over 4,171 Days - 2.02cph!
vegetation models WIP
roads and railroad overgrowth dressing
Fixed placed entity spawn pos/rot being reset
concrete slabs and sewers overgrowth dressing
Scene for prefabs management
updated bushes with new naming convention
updating herbs naming conventions
Cleaned up and simplified -Entity View prefab creation and processing
Nuked all old resource view prefabs
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Fixed batch view creation not working
Remade all Resource view prefabs
DataAsset.AssetName tweaks, editor perf opt
removed can transition to self on harvest anim
fixed holosight reddot alignment
Fixed handling bug when dynamic occludees are destroyed
units can now attack and move in any order in a turn
turnbanner stays on longer, state fixes
Added tile-based LOS testing class
Utility code cleanup + summaries.
Added some punctuation to existing summaries.
More summaries and cleanup...
moved some OnTileHover stuff to BoardView
some TileView setup on Tile prefab, removed some debug spam
basic tile hover glow working and networked
tile hover events are only sent to the server during a player's turn, so you can't annoy the other player during their turn :) (and to halve bandwidth)
some more prep work (overgrowth dressing scene)
Merging latest from trunk
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Different pattern for deserialize before init
FOR FUCK SAKE fix scene UI
added a LOS check flag to attack range. Gunker uses LOS
updated truck 3 paintable
Driving changes to remove excessive raycasts
Updated prefabs to have collision layer
Camera changes to allow multiple views
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab