199,291 Commits over 4,140 Days - 2.01cph!
[D11] Fix for Cursor.visible always been false one xboxone. Disable consoleinputmodule on standalonebuilds
wip (broken) PlayerRecord refactor, before deleting old shit
Fixed trigger evaluation running when the game is paused or not in playing state
StatManipulator pooling fixes
Notifications will now auto expire if the creator entity gets destroyed
ship crew building interior collider
Allow StringBuffer to replace with null
finished refactor of PlayerRecord, touched pretty much every part of the game, something's gotta have broke somewhere.
bit of cleanup, added the server's playerrecords.db for better testing
Removed some debug lines from GameSpeedControlsWidget
ECS can tick continuously
merged PlayerRecord refactor to main
Tidy up.
Dispensable registration.
Fixed units getting flagged for debug by bad inspector code
MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes
Debug tools filters game events by type to avoid errors
Settlement debug panel has a button to force a level up
Zone components lazy get parent
merge from dispensable registration branch
added mission DB tool.
blocked out login mission award structure.
added test mission defs, built db.
Fixed TribeJoinNotificationPopup.ShouldActivate NRE
added MissionDatabase.
fixed duplicate ids for an emote and a mission.
Databses now spit out errors not warnings when duplicate ids are found.
Added ability to override highlighter renderer (for impostors)
ClientAuthHandler now hands out missions to clients on connection (every time they connect for now).
Added MissionDatabase.GetRandom().
MissionProgress is now created at mission assignment, init'd with values from mission def, saved to playerrecord.