199,192 Commits over 4,140 Days - 2.00cph!
Validate position checks in new AI.
Moved unwarping to Unsubscribe (causes people to get stuck for some reason)
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Don't null occupier when disabling InteractionPosition
SmartObject interaction positions are pooled
Moved BuildingView.SetPropertyBlockFloat to EntityView, used in ResoureceView.UpdateDispenserRendererProperties (should fix resources showing as full when they're not)
New AI use radio comm voices.
New AI goes dormant properly now.
Force people to unwarp when they start moving
Unwarp always sets updatePosition and updateRotation regardless of whether we warped or not
IStat.ChangeSinceLastSimulation -> LastChangeValue, added support for change direction indicators to ValueElement/StatBar
Cargo ship hull models and prefabs
update mission notification /toast UI
nre fix
smoke effect no longer gone forever outside network range
Effect stat manipulation pass, removed a bunch of weird mood changes
Fixed ai module drawer not working in effect editor
Fixed smoke grenade ordering issue with some glass windows
Fixed weather not changing
Shipping container decals
Reduced prefab pool prewarm count again (for now)
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
Decay removes items from the building container
update unit animation controller to work better with the jump
jump now set move float to 1 and then back to 0 at the end of the corroutine
changed dm4 a bit, added jump pads.
moving from a jump pad to a jumppad is now a 0 tile cost.
removed hit anim on jumppad land.
other fixes with new stuff.
Building decay returns a % of the items put into the building upon destruction
Deconstruction time balance
Effects no longer cleared instantly by death flag, instead we do cleanup in the next Effects.Tick call
Removed some stupid bonuses from the crafting module score, which means crafters will actually sleep now instead of crafting all night
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
Vantage points for racetrack spectators
update unit jump curve/timing
modify jump tween ease
smoke FX now play at the start of the jump up action
update trajectory shader
Fixed some issues with character location detection. Checkpoints now work properly in buildings and in listen server mode.
adjusted fog distance with new near clip plane
fixed minor UI bug on match intro / fixed player 2 portrait being flipped...again...
Fixes, UI work, various lesser magic
force final position after lerping when jumping/fly.
increased crowd rotation offset range