193,923 Commits over 4,079 Days - 1.98cph!
DataBrowser listing tweaks
DispenserParameters validates dispensable names
Fixed player controller not filtering Abilities properly
Fixed NRE with debug spawn panel
Fixed some interaction actions being the wrong order
CorpseParameters implements IInteractionProvider
reworked some stuff ready for combat playback system
Various resource interactions tweaks (exclusivity, positions, distances etc)
Automated Linux DS Build #536
split out howies concept scene buildings and adding to height test scene
Fixed duplicate building views being created + more animation stuff in BuildingView
Ground boost
Messed with gravity
Automated Windows Build #536
Automated Linux Build #536
* Added game.GetGlobalState(name), game.GetGlobalCounter(name), game.SetGlobalState(name, state) and game.SetGlobalCounter(name, value) to access global game states set by env_global (serverside only)
* Added the following enums to Lua: GLOBAL_OFF, GLOBAL_ON, GLOBAL_DEAD
Building view animation WIP
Enabled instancing for a bunch of materials
Shader variants, includes
WTP overgrowth dressing backup
Sewage tanks creeping plants bespoke models
Added TextMeshPro
More content cleanup
Nuked rain distort shader + materials, updated prefab
Content cleanup
Added placeholder attack view script, prefabs use it
WTP overgrowth dressing backup
Added unit long hovered event that triggers after mousing a unit for 0.5 seconds. Unit info panel now uses it.
unit info panel shows/hides and sets basic info
wip unit info panel setup
Game outcome screen now shows victory or defeat, grouped unit UI bars so they sit below panels
Increased time health bars remain active after health change to 10 seconds. Disabled ui object in scene.
Squad editor state cleanup, now properly inactive when exiting
Mostly fixes merging in, plus some Cop AI improvement.
Multiple fixes for hit visuals, sounds, and hit indicators.
Fixed error in client mode, and fixed double impact FX sounds when in C+S mode
Cops shout when they detect a criminal
FOR FUCK SAKE ui fixed continue button at the end of the game
Fixed bug where you can have > Defines.MaxUnits units per squad
Added event for health changes, changed health bar display behaviour/rules
FOR FUCK SAKE unit prefab and glow dim on unit, color fix
unit health bars are now only shown if ALT is held and they have less than max health