244,596 Commits over 3,898 Days - 2.61cph!
Added automatic mode for lobby
Typing kill suicides instantly instead of wounding
added animated koinobori kites to test court. starting incense burner
- Area1_1 now has placeholder entrances/mission so it can still be loaded
Now sends a ready state so server can't serve until other player is in game
If Intention is passed as null in ActionChain's constructor, assign new NullIntetion() to avoid having to null check in Action constructors
Refactoring InfluenceQuery a little. Fixed NRE in FindInfluence
Consolidating Water2 to Third Party folder for easy transfer to other projects in the future
- UIWorldTextPanels now wait until they find a valid player instance
- Removed some now-unused scripts from some enemies
- EnemyAbilityManager is now a simpleton
- Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
Only the player in charge of the ball can make decisions on state of the ball/game point in networked game
- Exit portals now return you to town
- Level loading/changing is now completely different. Not additive. Complete level swap.
- Removed some floating text
- Loads more startup reworking and everything related. Can now start the game in any leve from Unity and play, yay.
Broadcast hit reach
Prep for sending rules state
Fixed event_id being too long in error reporting
SQlite fixes
Fixed Steamworks NRE
Fixed Unhandled Raknet packet errors
Fixed disaming landmine error (and not giving a landmine)
Fixed NRE in BaseNPC.OnAttacked
Fixed NRE in RConListener
Fixed NRE in ParticleEmitFromParentObject
Fixed NRE in UpdateUnlockedSkins
Fixed NRE in CancelAuthTicket
Fixed NRE in CraftingQueue.TaskFinished
Fixed NRE in SetCraftFromTextbox
More lush canopy alphas for some of trees. LUT import settings. Climate prefab.
Color grading for biomes/TOD's