199,240 Commits over 4,140 Days - 2.01cph!
Fixed item removal happening at the wrong time in FuelToEffect process.
Capacity renderer and tooltip info are now more accurate.
Fixed ForcePositionTo issues (needs to be in world space)
Fixed items being removed from containers / machine process being shown for a short amount of time if they are destroyed.
Logging in AudioManager for missing dictionary key.
NPCs now supports custom A* waypoint pathing as an alternative to Unity Navmesh.
sound.Add sounds with volume < 1 are no longer silent
Fixed C/S compile issues.
[D11][Jenkins] - copydir destination builds
Fixed light stutter in entity rotation due to Quaternion == comparison in SetNetworkRotation
[D11] Fix for assets pulled into the warmup bundle because they are dependencies, but which were originally in other bundles, not being in the TOC of the warmup bundle so couldn't be loaded at run time. This seemed to mostly affect sound effects.
Fixed slight camera jump when parenting / unparenting with parent that is rotated on the X / Z axis
Disable NavMeshAgent on UnitView prefabs.
Merge from entity_parenting
[D11][Jenkins] - mount build drives and unmount
Refactored UI management to load each screen from separate scenes, mostly so its easier to work with and we dont have to deal with huge merges
Added SceneSelection property attribute & drawer for path strings
EntityView disables NavMeshAgent via OnValidate, re-enabled after leaving pools
Tribe create no longer creates units at world origin, passes in slot positions which should prevent any navmesh init warnings
Fixed DOF on menu screens
Dont let AudioManager play anything until game has been fully initialized
Fixing PlayerCamera.CameraComponent being null or pointing to the wrong camera
Tribe create mouse over uses raycast instead of spherecast
Tribe create start game button is disabled until you make enough units (configurable per scenario, > 0 or == defined limit)
Made non positional various interactions on buildings that don't have interaction positions.
[D11][Jenkins] Always unmount build drive on failure
Had to add a utility to update asset IDs. In the new prefab system, prefabs can't be edited directly so stuff like OnValidate doesn't really work like it used to. Game basically seems to run fine though.
added age overlay to humans
merge
Tribe create trait picking
Trait selection back button, prep for text / points hookup
fixed mission panels destroying themselves
Male nipples don't cast a shadow anymore.
windows symbol gen/upload
merge from entity_parenting
Fixed TimedExplosive sticking issues caused by outdated parenting hacks and extrapolation
Fixed network lerp warnings being logged even with lerp.debug disabled
Fixed incorrect entity position relative to parent when entities are received before their parent has been received
merge from entity_parenting
Merge from entity_parenting
Updated Amplify Impostors to v0.9.0
Updated before foliage shaders: original, impostor bake and impostor runtime
Fixed and rebaked tree_umbrella_thorn (part 2)
Fixed bush_fern material losing diffuse map
Rebaked all other tree impostors and bushes
Simplified collider for the cargo ship