201,370 Commits over 4,171 Days - 2.01cph!
Fixed server lag corrupting lerp timestamps, sometimes permanently
no buoyancy speed boost when unpowered
Can no longer spawn player controlled animals via debug tools
Fixed unit indicators not being clicklable
Fixed unit indicators not showing hover state/highlight
Fixed PlayerController's UIInteractable property not being used due to the tick method being gated by UI raycast
Fixed RadialIndicator NREs
Renamed PlayerController mouse over events to avoid conflict with some built in Unity callbacks
Fixed NRE in PlayerController.HighlightEntity
PlayerController.UIInteracble cleanup
Fixed SelectAllCarriedItemsForX selectors suffering from a bad case of copy-pasta-shiteness
Stopped PlayerTribe.HandleSleep from calling timeManager stuff when already skipping to morning
Unit navMeshAgent is disabled while occupying an interaction position
boats now require fuel
boat 'righting' slightly more reliable
boat engine can be turned on/off
moved boat audio code into separate file for alexR
phrases/manifest
Level indicated on the UI
Effect add/remove reason strings, editor fuckery
Reverted interaction position navmesh disable hack (need a good way of disabling collision on units when sleeping
Attempt to reposition OOB entities
Xp gain multiplier is networked, drives animator speed on UI
boats spawn near beaches and lakes
boats despawn if left outside for an hour (make a boathouse!)
protocol++
Particle cols on town gates, added env volume group to MINE TOWN
Fixed multiple effects not being able to modify health/mana/stamina at the same time
fixed particle cols layer being rendered by main cam
Fixed a couple of broken prefabs for mine pieces under the town
Fixed items not overriding the required resilience and ferocity fields
Fixed resilience and ferocity labels getting multiplied by 100
quartered rowboat population
Added a load of weather colliders.
Few more weather colliders.
Underground entrance designators.
Damage resistances applied via status effects should now work
Fixed some compile errors
Fixed the crazy seam issues around mine entrances.
Market units are now created with empty mod slots.
Refactored some unit slot creation/fill code.
more mod slot refactor, slots now limited to a max of 1 movement mod.
Different prices per mod type.
Mod market value now caclulated correctly.
Unit market value now includes equipped mods.
Finally found and fixed the match outcome bug where it was really difficult to click the continue button somtimes. (fast forward button was blocking it if you end the match on your turn)
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Minor damage calc adjustment.
Fixed gap in Garage door which allowed traps to be trigged through