199,331 Commits over 4,140 Days - 2.01cph!
More animal reasoning improvements for Scientists.
Merge from prefab_pooling_3
enabled goat spawner in testbox to see if they are fixed
updated jenkinsfile to unity.Setup( '2018.2.4f1' )
tweak customiztion UI/ camera angles
changed some material/ texture compression
Fix context menu actions getting duplicated sometimes
[D11] UI events can now be sent to a parent objects if the select object has no use for it/has not implemented the event.
Added UIEvent handlers for shoulder buttons.
Implemented Editor script for D11Advanced Button
Reworked UI events for more consistent naming
ContextMenuWidget.MenuItem returns children to pool when entering the pool
util.(De)Compress now return empty string if first argument is an empty string or no value
COmmand pooling cleanup, implemented IPooled
PlayerController cleanup
GUI save (should fix unit widget buttons again)
Removed some holster effect prefabs with missing sound references
Fixed building conditional model prefab bundles
Command pooling debug logging
Fixed missing conditional model references on wooden wall
Fixed prefab pool warmup only being executed on first server connect
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
Allow player commands to command the interaction already being performed.
Hide depositing of individual items from the UI.
OwnableCondition checks if building is useable.
util.(De)Compress and util.Base64Encode error on no input
Building worker/job assignment via context menu
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
teleport movement now has delays and effects
Check a little less often
increased delay before AI first move of a turn
update customization UI adding description
tweak space environment, updated texture compression settings
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
control room deck computers
scene update
Fixed NRE in PlayerController.EvaluateGeneralTargetCommands
Fixed some entities and construction conditional models pooling on the server, which is not supported
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Bandit Town shopkeeper room dressing
Bandit Town and swamp_c scene2prefab
ItemActionEventData listens to AIAction events and resets itself
Fixed delayed tooltips showing after mouse-off the target
[D11] Setting up text mesh pro package and files
[D11] Sever and Client defines Added
AI cleanup / generalization improvements.
unit death delays (looks weird at the moment until we add effects or something)