199,462 Commits over 4,140 Days - 2.01cph!
[D11] Handle the kick in litenetlib
replay info + updates each turn.
emotes and chat no longer break replay playback.
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
[D11] Windows console server builds with IL2CPP backend on define, and no longer packages Steam DLLs with the build. Fixed Steam DLL name-mangling in Windows dev server build.
changed replay speed from 6 buttons to a slider and 1x/pause
Cargo ship anchor conveyor / unique textures / LODs / prefab setup
Disabled emoting in replay mode, space bar instead toggles pause/1x speeds.
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
[D11] [UI] fixed a misplaced float causing an error in a server build
fixed killfeed not appearing.
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replay control UI hides on match finish.
force timescale back to 1 on replay exit
Replays are now enabled for practice matches.
Don't record replay replays :)
force-close mission panel when leaving the menu, incase someone is browsing the missions and get matchmaked.
wip jump pad/ animation controller
fixed disabled game object on jump pad prefab
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
TileViews now get linked to their TileTopperViews of present.
Jump pad anims on use.
scene & gui backup, icons
Igniter now does 1-2 dmg.
Updated igniter attack description to state how many turns the effect lasts.
Tile burn damage effect now has a min-max range instead of just a single value. Taken from attacker's attack def.
Scene backup & gui assets.
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
fixed passing loot through floor using BBQ exploit
[D11] Add some scripts to reimport all audio clips with settings as suggested by Unity, and a general framework to re-trigger the import of any sort of asset class
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Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
Added Beta 6 what's new definition.
[D11] Much cleaner stat tracking in LiteNetLib
Disabled GroupDeath bravery debuff.
SettlementMorale no longer NaN if settlement bravery is 0
Lowered max loot spawns at site B
jump pad launch/land placeholder audio
Set all item descriptions and costs.
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Scene2Prefab Military Tunnels