197,742 Commits over 4,140 Days - 1.99cph!
switched team logo AO to multiscale, improved the way the outline is generated
changed logo default color, fixed some UI element to work in different resolution
fixed splitter output order
added preventbuilding to all electrical components and tidied up colliders
new handle system for connections, removed radial menu
wiretool animations more responsive
baseboat.generate_paths convar (default true)
merge from entities in group influence branch
Ported remembering/forgetting entities from knowledge to EntitiesInGroupInfluence fact.
Fixed some groups not getting influence applied at all (set up individual influence components after the group one).
Update entities in group influence when we apply influence.
Handle any existing entries so that we remove them from the list if they are no longer in influence.
Increase time between connection attempts if they keep failing
Limit friend match requests to 1 so you can't request a match with everyone
added Beta 8 What's New def and header images.
[D11] [UI] Changed Lock icon to WIP icon. Increased distance for map icons to trigger tooltips when mouse is near their position.
Added list of entities in territory to InfluenceAndTerritory (doesn't quite work yet).
Nuked a bunch of quadtree stuff that we don't need anymore.
EntitiesInGroupInfluence tweaks.
Various fixes. Stack deals with closing a parent.
Added power drain to OR switch
[D11][TUTORIAL] Tutorial events wait until game setup and loading has finished
[D11][TUTORIAL] Reordered local server setup, loading screen will hide after setup finishes
[D11][TUTORIAL] Improved flow of tutorial startup
[D11][TUTORIAL] Fixed loading straight from scene, various things to make it more obvious your running the tutorial build
Stable sorting for daily challenge leaderboard, update database indexes
[D11] [UI] Respawn screen now displays the respawn locations' timers as "mm:ss" rather than "(s)".
Shader.WarmupAllShaders on game start
[D11] [UI] Added new running icon on HUD to show if playing is sprinting or not. Adjusted the UIHUD code to no longer use an animator to switch the icons, instead just tweens the alphas based on an index.
More improvements to Junkpile scientists (cover usage).
Sorting out more transition and stack stuff
separate texture atlases depending on font size
fixed error spam for glyphs with no bitmap
fix avatar cam for career
update career ui
[D11] [UI] Added translations for Join/Favourite server info popup.
[D11] [UI] swapped lock icons to WIP icons
[D11] [UI] Re-enabled Boot-flow splash screens.
[D11] [UI] Cleaned up various scenes to remove duplicate cameras, event systems, etc. Fixed material error in Roboto Light font material. Added WIP Icon for placeholder elements on the UI. Fixed text anchoring on popups: now defaults to middle center unless specified (this should result in all non pre-defined popups utilising the middle center anchoring instead of upper center). Fixed various popup issues (missing buttons on reporting flow/reset to defaults, etc).
[D11] [UI] added the stats screen into the in game pause menu (placeholder stats for now)
[D11] [UI] minor tweaks to the arrow aimation
[D11] [UI] updated arrows either side of menu page title header
[D11] DTLS testbed messaging from the command-line, hard-coded tests removed.
Fact providers can specify a tickrate for automatic evaluation
SensesSystem hostile perception event can no longer spams multiple times in a single tick (was causing BiggestThreat fact to evaluate too often)