193,032 Commits over 4,049 Days - 1.99cph!
Implemented InfoMessage back into the HUD
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Moved back to sending damage source pos as an RPC. Sending it in the main Serialize is nice and simple but would mean lots of extra network data.
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fix soundsystem build & hlmv
ignore.conf for linux builds too
fix PCH locations for hammer/vvis
the ultimate ignore.conf
common intermediate directories for each project
update ice env/tileset, added more trims
BuildingWidget list has a proper bottom.
ui.bg.sidebar l/r use the right mat and shader.
Dirt decal grass displacement improvs.
Being hungry doesn't make you whine emote about it. Only very hungry.
Task complete/fail sounds
Unlock notifications
Prevent command flagging for commands associated with jobs that are not unlocked or assignable
BEF-752: Tasks UI needs to display completion conditions
BEF-756: Tasks UI covers unit inspector
BEF-729: VFX is visible in fog of war
Various task stuff
[D11][AUDIO] Main menu UI sounds.
[D11][AUDIO] Music & Stings. Pre mastering.
[D11][TUTORIAL] Added hint string functionality for objective 5
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Fixed task provider flag checks
all windows 64-bit bins go to bin/win64
Builder station task completion conditions
[D11] UDP encryption plugin clean-up after re-running in Editor.
SettlementBuildingCount -> BuildingCount, condition supports both settlement and group entity list evaluation
PlayerTaskDefinitionEditor improvements
New camera to replace old asset store camera. fbx/col/lods/world&view model.
Folder for new camera (whilst unity does it's thing)
Building upgrade button hookup, TODO impl notes for building replacement
Small hut unlock renamed to Tier1 housing tier unlock
Building config list of tier unlocks in sequence (for future validation usage)
Removed some redundant methods from GroupProgression
ice pillar tile topper prefab test/setup
Trigger unlocks now check unlock upon triggering.
update ice env /mat/shader/prefab/trim etc