192,969 Commits over 4,049 Days - 1.99cph!
hooked up particle effects on ball launcher ball bounce and death
click cursors now show after the unit highlight delay
update player ui background color
intensity of the player line is now changing on player turn
merge from d11_console_version
destroy the tiles after tilefall.
Added a unit spotlight to the tile spotlight, so units get lit too.
Added a video option for unit spotlights.
hide the red wifi symbol for now (panel still greyed out)
launcher ball script now has prefabs to use for impact and destroy effects.
Bunch of editor performance improvements as the data browser was getting sluggish
hooked up ball_launcher_3 fx to ball to trigger around ball death time
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
[D11] frontend/bootstrap integration WIP. LoadUI is now only for in-game UI, the frontend does not depend on it, achieved by inlining "UITopBarCarousel&Navigation.unity" directly in the scene.
is mining on and off animation parameter setups
mining anim setup in controller with isMining but not hooked up to the mining job
hand axe chopping and mining anims
[D11] defer all define setting to the Switch class to make sure the defaults are only specified in one place, remove redundant setting in build and buildassetbundles.
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
Log a warning in debug builds when clients get rate limited so we can see why
update crowd to react on unit target
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
updated crowd face anim stuff/shader/texture
fixed ball_launcher trigger effect not firing (added animation event on trigger anim)
added ball_launch object and set up ball launch in script, wip trying to get effect to trigger
Hacky fix for criminal component ordering...
added ball launcher trophy, updated customisation DB, set up prefabs, added wip effects
[D11] Fix for object use commands being possible with certain UI open, and prevent multiple inputs when holding a button on the keycode entry UI
placeholder action text on CP block
[D11] test - seems like changing scripting defines in quick succession to different values can cause indeterminate results from building.
removed batching scripts from props on style2
Library reimport and a few small fixes
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)
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Disable shadows for bottom level tile sides.
Tweaks to AI at the cargo ship.
Fix double PlayerComponent Init call (AddComponent calls it already)
Some building unit owner stuff. No complete