199,331 Commits over 4,140 Days - 2.01cph!
added mortar celeb test anim to mortar anim controller
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
started making the map editor mode work again
Resolved CLIENT/SERVER separation issues in new AI.
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
[D11] Missed .cs files for litenetlib
[D11] [UI] [WIP] Submit for new Belt Bar graphics for Console Port.
fixed TileTopper edit mode for map editor
mission fix for minutes/hours
Context menu collates targets and commands
Context menu stays in screen bounds, blocks player input again
Building assignment slots are RMB or LMB
Fixed player command toggles not changing cursor when toggled off via UI click (was fine when using escape)
Fixed TimedButton not stopping audio if you release mouse button early
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
Deconstruction now works (but looks a little janky)
Dispenser replenishment can be disabled per season
Berries only grow in autumn
Fixed weaving station missing research skill and interaction data (causing an NRE when you tried to view the research tech tree for the building)
Fixed building inspector crafting/research tab state getting into a mess
Fixed inspector pick research button being interactable when the tech tree has no content to show
More UI sounds
Unit explosions and gib physics sounds
Tile fall sounds
New booster sounds
Lots of misc sound tweaks
Jobs management UI will show all jobs, jobs that require stations are disabled when no slots are available
Building assignment slots have a remove button
Properly fixed bad cursor state from player command buttons
Fixed missing weaver station ownership slot icon
first pass on making the building view show deconstruction
Yet another merge from main
Deconstruct no longer requires a unit to be selected.
Building AI handles deconstructing once the player has set a building to be deconstructed.
fixed deconstruction renderer
Hacky fix for resource views visuals not matching dispenser quantity on creation
Removing object pool checker for now as there are no pools to check anymore
Facepunch.Highlight port, refactored to support some preset types/colors
Atmos volumes now visible from outside w/ distance-based fadein
Finished combined fog opt
Checkpoint stuff. Server checkpoint is telling client checkpoint to activate too early though and it's not working. Working on it.
Finally got checkpoints activating properly sorted
Removed missing scripts from view prefabs