243,517 Commits over 3,898 Days - 2.60cph!
Fix exception when creating new scene
MapInstance - load resources from loading instance
MapInstance - allow loading scenes as maps
Publish scenes as maps
When publishing a map, try to set ParentPackage
Add Flag.WithFlag( Flag, bool )
Add GameObjectFlags.EditorOnly
Make map preview less annoying
world_update_2 -> radioactive_water
Try rolling back changes to `game.CleanUpMap`
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
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Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
better separation of flow vector/angle generation, still need to find a proper home for it
Fixed collision issues and floating geo on cliff_jutting_d
Added ISelectableEvent
Add CameraController, add IHeroEvent. Center on Hero when first spawned.
attempt at preventing seaweeds close to coastal rocks
-Fire Extinguisher Texture update and material consolodation
Override Deserialize with options for Scene so undo uses scene deserialize instead of GameObject, fixes undoing object deletions
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Oops Hero prefab selector needs selectable tag
Some cleanup. Auto select Hero on start. Don't love this first iteration of selection
Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Add ISelectable and basic selection
Improvements to selection stuff - add Deselect and pass PlayerState into selection callbacks
Add Input settings
Add PlayerState system. Simplify some stuff on GameManager for static access
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
Fix editing method bodies from outside component editor
WIP
More WIP
Compiling again
Mostly working, can't edit graphs
Fixed editing method graphs
WIP saving graphs without the resource editor open
Fix component editor not refreshing when adding / removing members
Fix editing method bodies from outside component editor
Fix component editor not refreshing when adding / removing members
Ability to reverse direction
more stage progress
Add Component.DestroyGameObject()
Revert "Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)"
This reverts commit 035076021d71fcd5a26354b916815f3da40d22fc.
Merge: from main
Tests: built all modes in editor
functional waterflowmap
- saved/loaded like other terrain data
- need to adjust where it's written to, it's still hacked into other terrain generation processes
Show correct dart models when loading ammo (viewmodel).
Added placeholder prefab variants for all dart ammo types.
Navigator docs
Add HeroResource. Add generichero.hero. Hero resource loading, Host-only team/loading and change callback setup
adjusted improvised shield origin
Support multiply platforms on path
Fix maps with platforms to support new system
This should fix errors not having version information
Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)
added render batch scripts to seaweed clumps and increased lod distances for less pop
New layout for create lobby page
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
Merge from world_update_2
Fix obsoletes
Add DrawPath property to Navigator for debugging nav path.
Set CharacterController radius to half of NavMesh agent radius
Add GameMode.AllUnique
Only grab map defs where they're enabled, really should make an accessor for this
Restructure - DestroyAfterGame actually destroys the GameObject not the component