201,778 Commits over 4,171 Days - 2.02cph!
EntityId no longer extends BaseId, various id related fuckeries and valdation
More assets Ids
Various audio source pooling cleanup related to session/destruction stuff
AudioManager source parenting fix
FixedArray we dont need you here
Camera controls now work in squad editor too
Fixed MRE in Options.Grass
Added an extra version digit to protocol checks, now show client version in bottom right of menu screen.
Fixed ADS on package (and anything else that doesn't use ADS)
Added ILuaBase::GetAngle/PushAngle/GetVector/PushVector
Added ILuaBase::CreateMetaTable/PushMetaTable/PushUserType/SetUserType/GetUserType
Deprecated ILuaBase::NewUserdata/CreateMetaTableType
Added ILuaInterface::PushUserType_Value for memory managed by Lua
Removed Angle.__gc & Vector.__gc, Vectors & Angles now use PushUserType_Value
Automated Linux Build #631
Automated Linux DS Build #631
Automated Windows Build #631
Fixed notifications UI overlapping the help/menu buttons
Fixed Building tooltips displaying incorrect text
Fixed null key error in PlayerProgression (caused by bad save, but we log a warning in future)
Fixed missing default interactions for Resource and Building entities
Added help button tooltip
Added additional anchored tooltip to the bottom right of the GameUI (for rally, home and build/craft buttons)
Tweaked dispenser pop values
Fixed NRE when spawning buildings from debug
Make sure to null SmartSubscription.InteractionPosition in Reset
Added KnowledgeComponentSystem, Knowledge component sorts arrays on SimTick
Fixed Buildings not being flagged as finished
ECS budget is now in microseconds
Effects and Senses budget reductions
BuildingView.SetUpgradeState KNFE fix
Fixed consumed items not firing unit.Items events
Improved InteractionPosition blocked detection
Use allocating OverlapBox since the non alloc version isnt working...
Moved NPC interaction out of the helditem itself, and combined it with the existing interaction system for objects etc
Different drug icons for interaction
Interaction changes to allow for the fact that held items can change interaction state now.
Got everything working in Client/Server separate mode. Server is authority on selling items to NPCs.
Continue button is hidden until XP bar has filled
The new pools are now ready, but need some more testing on branch before they are ready to be merged back to main.
Documented ILuaBase for intellisense
Automated Linux Build #632
Automated Linux DS Build #632
Automated Windows Build #632
Commented out quad tree profiling hooks because it seems laggy as shit
fixed up hex block 27 to new scale