199,201 Commits over 4,140 Days - 2.00cph!
first pass on making the building view show deconstruction
Yet another merge from main
Deconstruct no longer requires a unit to be selected.
Building AI handles deconstructing once the player has set a building to be deconstructed.
fixed deconstruction renderer
Hacky fix for resource views visuals not matching dispenser quantity on creation
Removing object pool checker for now as there are no pools to check anymore
Facepunch.Highlight port, refactored to support some preset types/colors
Atmos volumes now visible from outside w/ distance-based fadein
Finished combined fog opt
Checkpoint stuff. Server checkpoint is telling client checkpoint to activate too early though and it's not working. Working on it.
Finally got checkpoints activating properly sorted
Removed missing scripts from view prefabs
Removed highlight calls from UnitIndicator as its handled by IInteractable
fixed some edge case areas animals spawning inside cliffs
MT test spawns for new AI.
Merged from AI improvement branch.
WIP mission panels
update UI on several window for consistency, added team color to career slot save
update icons
Fixed cases where SeasonNames was being used as an indexer (no longer works as it now has the Flags attribute)
[D11] Get Some stats linked up, still more to do
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
Removed ancient unused broken gib prefab
Moved view prefabs to Assets/Prefabs, updated tools
Exposed highlight renderers on EntityView
ResourceView adds only LOD0 renderers for highlighting
[D11] Slightly better unique Id
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Fixed resource views without lod renderers not being highlightable
TBE.UpdateMaterialInstance(true) in MapWizard
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
Removed lots of old scripts that deal with player models.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Moved some destroyed checks in GoToSmartObject from SimTick to Tick.
Hopefully fixes stuck people.