199,196 Commits over 4,140 Days - 2.00cph!
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
set allo mission currency reward values.
added igniter damage mission.
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
Vertex painted deck, hull and mast
added jump pads to car3, dm2 maps
Yet another merge from main
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Hide Signs convar, option
added SetMaps console command to set server map rotation with map ids
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
Slightly faster tree mesh sort
fix what's new /mission sorting issue