199,317 Commits over 4,140 Days - 2.01cph!
Merge from ore_nodes
Network++
Office Desk / AC units scale fix
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
added glass decal layer to glass shader so glass can have detailing and letters etc
added and updating whole building prefabs scene
Finished automated packed map generation when sources are modified
Added TMPro
Updated mission panel
Added race leader
Subtracting new ore nodes
Network++
wip tile highlighting for buff/heal of friendly units
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fixed NRE when uploading icons
more approval junk
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Switched sent_anim to CBaseAnimatingOverlay, allows use of Layer functions on "anim" type SENTs
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Revert sent_anim changes, dont want to change network protocol just yet
Fixed DListView_ColumnPlain (DListView.SetSortable(false)) having white-on-white styling
Implemented DProperties.Clear properly
Refactoring items for different metal types.
Removed "Scaled" dateTime from TimeManager, added GameDateTime struct and replaced usages of scaled date time with either a simple day counter or GameDateTime
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
Added fadeout anim for notification prefab
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
Remove orphaned meta file
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
started some MoveState tidy up
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
TimeManager shouldnt be saved with a timescale of 0
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
Added reutilization of packed maps that are combined from same sources
Moved packing folders; rebaked current sample
Reorganized some code
Added GameDateTime to persistence type model
WIP cloud layer mesh generation + particles
Various fixes and weapon stuff
Fixed the no condition Invite to Party ability being exposed to UI
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
More item work.
Manifest.