192,975 Commits over 4,049 Days - 1.99cph!
AI now uses healing pads when low health.
Attempt to fix Scientist speed bug on Cargo Ship.
Implemented healing pads
Added healing pads to car5 map.
Fixed PlayerCommandWidget NRE
[D11] [UI] scaled up the inspect corpse preview HUD element a little
[D11] Pass PlayFabId to server instead of PlatformId
[D11] [UI] Fixed main menu options not navigation correctly and losing focus as a result.
Force punctuation in alert message.
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[D11] Takeout the entitlement check FTM as it can probably go somewhere else
[D11] Add ReportPlayer Method, also methods for converting the PlayFabId's
Better system for changing alert colours.
Totally revamped ui.alert for the new UI, and used the new implementation to replace the quit dialog in the main menu, making it an alert instead of its own thing (while looking visually the same as it did before). Use the new UIShowSimpleAlert/UIShowOneButtonAlert/UIShowConfirmationAlert/UIShowTwoButtonAlert scripts to tell an alert to show, like how you'd use UIPopViewController or RunConsoleCommand etc.
adding missing texture source psd
adding reward to mission notification
adding steam achievement media
update spike trap texture
tweak bubble speech mipmap settings
disabled shadow rendering on the tile toppers
adjusted local reflection probe so they dont lit the board
change tile topper layer so the decal don't draw over them
Player command widget optimsation
Target candidate filter is hard limited to 128 ents (facts replacing knowledge source caused perf regression)
Fixed EntitiesInGroupInfluence not being properly sorted via Agent tick
Fixed bad distance to call in TerritoryLocationSelector
separated world tooltip to be able to make it look differemt, fix resolution offset bug
basic setup of healing pad tiletopper, prefab etc.
adding healing pad prefab, model, texture
optimized capture point texture/unwrap
tweaked spike trap
ThemeEvent now triggers an event on set.
UIMenuTheme checks for valid event in OnEnable and also listens to new theme set event.
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Clear the current career ref when entering save slots.
Null check for career in debug tools.
AssetTreeView can filter by game ready
Fixed senses missing entity grid ref
Play unit hit anim when health change source is not a unit.
remove collider from spike trap so unit's do get lifted up
reduced tile topper offsets by 0.5
Oil tile topper works, increases cost of moving onto the tile by 1.
Addded MovementCostModifier tag.
Pathfinder uses the new cost modifier tag when searching.
Replaced Condition.CanPerieceveUnits only usage with new CanPercieveHostileUnits Fact
Added FactTypes, expose desired result in editor for FactTypes.Bool
PerceivedUnitData now stores Hostility
wip Oil tile topper basic setup.
TileTopperView now has a bool for random Y rotation (defaults to false). Set to true for oil spills.
Added tooltip to spike traps
Added collision to spike trap spikes so units get lifted
more spike trap tile topper wip.
added new TileDmg and min/max values, separate from the Burning dmg stuff so it can be used for general purpose map dmg stuff and stack with unit tile dmg.
Fix backspace bug in server console input
WIP spike trap tile topper.
Tile topper map editor state now just loads all the tile topper definitions instead of manually adding them.
Tilefall now has a maximum number of times it can happen, set per map in the map definition files.
Set max tilefall counts for all the maps.
Version++