198,891 Commits over 4,140 Days - 2.00cph!
Remove orphaned meta file
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
Added fadeout anim for notification prefab
Fixed some packing processor errors with missing textures
Fixed packed texture assignment/replacement failing in some cases
Removed "Scaled" dateTime from TimeManager, added GameDateTime struct and replaced usages of scaled date time with either a simple day counter or GameDateTime
Refactoring items for different metal types.
Fixed DListView_ColumnPlain (DListView.SetSortable(false)) having white-on-white styling
Implemented DProperties.Clear properly
Revert sent_anim changes, dont want to change network protocol just yet
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Switched sent_anim to CBaseAnimatingOverlay, allows use of Layer functions on "anim" type SENTs
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fixed NRE when uploading icons
more approval junk
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wip tile highlighting for buff/heal of friendly units
Subtracting new ore nodes
Network++
Added TMPro
Updated mission panel
Added race leader
Finished automated packed map generation when sources are modified
added glass decal layer to glass shader so glass can have detailing and letters etc
added and updating whole building prefabs scene
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Office Desk / AC units scale fix
Merge from ore_nodes
Network++
Npcs are now more aware of cover points and in which directions they provide cover.
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
Now shows mission outlines in race bar
Optimized effect dictionary creation by including the data pre-sorted in the game manifest (eliminates various stutters caused by effect spawns)
AI will heal in some (basic) situations
office dressing backup
scene2prefab
Map editor fix for checkign existing filenames when creating new ones
remade DM3
remade DM2 map with new map DB settings
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target
Tweaked some score values to make party behaviour more important that some social behaviours
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool)
-Bug 835
bradley pathfinding
bradley weapons
tonne of movement fixes and work
Building map colour coding handles units within floors
Basic owned building map colour tint
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently