192,957 Commits over 4,049 Days - 1.99cph!
[D11] [UI] fix for compile error on server build
SAM Site turret pitch anim limit increased
Added bones to the hierarchy defining tubes positions
Merge from d11_console_version
Moved WorldEntityUser and Allies out into separate PlayerComponents. Major cleanup of WiseguysUser moving a lot of junk out - should make it easier for Bill to port down into NetworkUser. Still some tidying up that could be done and testing to do. Some NREs on disconnection that I'll look at later this evening, gotta go now.
adding missing prefab and texture
adding tile click marker
updating crowd shader, fixing hue glitch when the crowd is jumping
tweak temple B texture to reduce some flickering
increased bias on highlight mat
Burner attack timing tweak
Added information about which prefabs have preprocessed versions to the game manifest and updated building/loading accordingly
Tidied up "Switch" menu so it works on non-standalone platforms and supports various D11 defines
Entity icon tooltip stack update
Building inspector stockpile icon tweak
fix avatar faces during intro
Fixed stockpile tab not showing anything
Fixed sleep effect missing drop held action (causing NRE)
Fixed effects editor not loading
Play unit hover anims on board drop/impact
Inspector & building widget activation rules, callbacks and clenanup
Removed DropHeldItems action (functionality in DropItems)
Senses destroyed ent log/skip
Invoke registration changed event when cancelling all registrations for a unit.
KNF logging in SensesSystem.
Building debug now shows active builders.
Added game option to set unit healthbars always visible
Added DropItem blackboard entities mode
Added Unneeded Items fact provider
Secondary slot item management AI uses facts to drop items we dont need during combat
Fixed AIDesigner sidebar layout issues
Added BaseInput.ModelHovered event, which checks the unit colliders instead of tiles.
Unit hover anims now triggered on model hover.
Added game option to toggle unit hover anims.
Form generator should now create actual prefab instances (must be used with the prefab open in prefab mode)
Mouse hover unit anim improvements
BEF-594 People can continue dispensing if their tool breaks while doing it
Unit view importer fuckery
[D11] Fixed a bunch of missing D11_CONSOLE_PORT defines
[UI] [D11] Updated the map with gamepad navigation and added a virtual cursor
Unit react animations, updated animators
[D11] frontend/bootstrap integration WIP. Couple of small fixes.
[D11] [UI] fix for build error in last commit
[D11] Updated the keypad lock UI to the console version
updated the quick chat to be behind a D11 Console Port define to stop an error if it's taken out
Added right click option to tool material and model selectors to be able to copy the model and material paths.
Added icons to most right click menus in the spawnmenu
[D11][AUDIO] Removal of unused audio assets.
Clone portrait fixes
Wearable pool init safety
Added net message names to the "A net message is already started" message
Fix some addon entities not being targetable by the properties system
Removed leftover debug output from Remove property
Ignore building requirement sources that need to be player command flagged
Attempt at fixing standalone build impostor issue
[D11][AUDIO] Next round of audio fixes.
[D11] Added missing AssetBundle tags to a few scenes