199,236 Commits over 4,140 Days - 2.01cph!
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
Removed highlight calls from UnitIndicator as its handled by IInteractable
fixed some edge case areas animals spawning inside cliffs
MT test spawns for new AI.
Merged from AI improvement branch.
WIP mission panels
update UI on several window for consistency, added team color to career slot save
update icons
Fixed cases where SeasonNames was being used as an indexer (no longer works as it now has the Flags attribute)
[D11] Get Some stats linked up, still more to do
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
Removed ancient unused broken gib prefab
Moved view prefabs to Assets/Prefabs, updated tools
Exposed highlight renderers on EntityView
ResourceView adds only LOD0 renderers for highlighting
[D11] Slightly better unique Id
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Fixed resource views without lod renderers not being highlightable
TBE.UpdateMaterialInstance(true) in MapWizard
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
Removed lots of old scripts that deal with player models.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Moved some destroyed checks in GoToSmartObject from SimTick to Tick.
Hopefully fixes stuck people.
Map wizard maps are playable immediately
A bit more robust AI sensation data being sent out when explosives explode.
can no longer use smoke grenades under water
Removed rigidbody from lanterns in bandit town
Scene2prefab
Stockpile removes deposited items on destroy.
More buildings are deconstructable.
Campfire isn't deconstructable for now (because it's the centre of the whole Settlement).
UI shows disabled Deconstruct command with description for buildings that can't be deconstructed.
unity editor directive for TerrainMap.Bake base method.
Validate position checks in new AI.
Moved unwarping to Unsubscribe (causes people to get stuck for some reason)
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them