202,453 Commits over 4,171 Days - 2.02cph!
fixed holosight reddot alignment
Fixed handling bug when dynamic occludees are destroyed
units can now attack and move in any order in a turn
turnbanner stays on longer, state fixes
Added tile-based LOS testing class
Utility code cleanup + summaries.
Added some punctuation to existing summaries.
More summaries and cleanup...
moved some OnTileHover stuff to BoardView
some TileView setup on Tile prefab, removed some debug spam
basic tile hover glow working and networked
tile hover events are only sent to the server during a player's turn, so you can't annoy the other player during their turn :) (and to halve bandwidth)
some more prep work (overgrowth dressing scene)
Merging latest from trunk
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Different pattern for deserialize before init
FOR FUCK SAKE fix scene UI
added a LOS check flag to attack range. Gunker uses LOS
updated truck 3 paintable
Driving changes to remove excessive raycasts
Updated prefabs to have collision layer
Camera changes to allow multiple views
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Added check direction for AI
Added LeanTween, wip movement stuff
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Forgot to branch off. Re added steam and shit.
Removed BuildingSettings.BuildingInteractions and associated wrapper
Cleaned up filters and moved methods to extension classes
continued Utility cleanup