191,796 Commits over 4,049 Days - 1.97cph!
[D11] Fix for assets pulled into the warmup bundle because they are dependencies, but which were originally in other bundles, not being in the TOC of the warmup bundle so couldn't be loaded at run time. This seemed to mostly affect sound effects.
Fixed light stutter in entity rotation due to Quaternion == comparison in SetNetworkRotation
[D11][Jenkins] - copydir destination builds
Fixed C/S compile issues.
sound.Add sounds with volume < 1 are no longer silent
NPCs now supports custom A* waypoint pathing as an alternative to Unity Navmesh.
Fixed items being removed from containers / machine process being shown for a short amount of time if they are destroyed.
Logging in AudioManager for missing dictionary key.
Fixed ForcePositionTo issues (needs to be in world space)
Fixed item removal happening at the wrong time in FuelToEffect process.
Capacity renderer and tooltip info are now more accurate.
Player rotation correctly follows parent on both client and server
[D11] Copy to network share
refactored away static BoardPoint.New
burner flame length fix when firing over blank tiles
Updated output path in protobuf generate scripts
Fixed anti hack issues when parented
Position in player ticks is now local space
Added parent ID to player ticks, ignore positions from outdated parents
[D11] Fix for define issues
Fix for repair state adding construciton info multiple times
[D11] Modified to enable crunching on textures that already have per-platform settings if not already enabled - when setting console texture max size
Wanted stars hide entirely when player isn't wanted. Nicer for modes that don't use crimes at all.
Wanted system working well, simplified + fixed some code, added the stars UI back in.
setup icon render for body customisation
adding body icons
more material cleanup
Update round-based casts that can now be more general and reference the base class shared content. Also gets welcome screen info text and scoreboard screen working.
All persistent modes handle respawn, not just Killing Spree
Removed code that's now in DoBaseGameSetup
Unity latest version doesn't like Ctrl+C as an editor key command anymore. Changed the quick connect command to Ctrl+E
Set up vehicles, NPCs, and events in persistent game mode
UI update daily mission toast and score
Customisation file cleaningsorting folder, renaming prefab/material/textures, removing useless subfolder and material
Remove no longer needed game mode events
Whacky races weapon signs fix/improvement
Charcreate styling WIP.
Empty ghost for char creation.
Charcreate foliage has its own render queue prio to unbug it.
Adding shop support back in to the game
fixed player models being offset wrongly on parented entities
Update and fix some issues in the standalone daily challenge DB
viewmodel bob calculation works with parenting
player model animations work with parenting
Nuked a bunch of old assets with missing types
Moved volumetric light beam plugin to std assets to see if that has any bearing on standalone builds
Added new editor for ZoneSeasons component to change season in editor, also buttons to biome editor
fixed null targets in building goal plans
Bonus to current building goal plans if the current building was player commanded
non station requiring jobs enabled by default
Fixed Crafting at Machine goal failure from triggering while we are taking open orders.