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Upgrade fix (copy & paste fail)
Automated Windows Build #743
Automated Linux Build #743
Automated Linux DS Build #743
Added smoke trail to debris bits
Removed admin demolish option from hammer (bind "ent kill" to hotkey instead)
Check building privilege at both building block position and player position when rotating, upgrading or demolishing (now works similar to placement)
UnitView not triggers debries explosion when unit dies
Added debris explosion prefab link to all units
Automated Windows Build #742
Automated Linux DS Build #742
Better error reporting when SRCDS fails to get collection details
Selected unit now faces the direction of highlighted attack tile when mousing over tiles
Can pick up window bars, shutters and embrasures inside building privilege with hammer
terrain mounds cols and LODs + prefabs
Can pick up ladders inside building privilege with hammer
Added skipqueue console command (looks for Steam ID in connection queue and lets the player connect immediately)
Initial start point placement
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
NetworkLevel seems to be holding onto scene entities ok.
WatchTarget animations in action chain
moved ilsland02 back to build folders, fixed missing map camera
move isLooking bool from facetargetsttings to uniview
Added a lifetime to explosion debris (default 10 secs)
hooked up is looking animation to facetarget
Disabled tile colliders for empty tiles when in non-edit modes
'new game' motif for summer start
range rails cols and LODs + prefabs
made debris chunk position offset scale a public vector3 for inspector
Physic materials, tile setup, explosion testing, layer changes (wip)
WIP improvements to human territorial AI
Moving caching scene entities to NetworkLevel.
Fix tool projects failing to build via VPC
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
bespoke pipes cols and LODs + prefabs
Gating UnitView.Update rotation
EntityViewUtility.SetupCollider tweaks
trap asset has collider and much less verts in the teather
Corrected layers on temple b tile
ground zero cols and LODs progress + prefabs end
Removed invalid conversion from HFont to char*