192,557 Commits over 4,049 Days - 1.98cph!
SFX & audio listener on tribe camera rig.
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
Made sure all herb resources have the general gather player command
Hopefully fixed NRE when deconstructing buildings
A bit more work on Scientist AI.
removed unused enum from Replay.
removed debug printing on replay load.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
most stuff now checks settings from the current game mode definition, rather than specific mode checks.
added mode definitions for all 5 modes.
making eyes blinking great again
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
Webrcon works a little bit now
tree pine fbx change to match manual changes on prefabs
more eye fixes (probably nothing but unity said it changed when I saved)
Tree trunk item doesn't pool views.
Logging for trying to return null view or view without prefab data.
Progress on getting standalone server to use pgsql, also adding webrcon support (also added commands cause they were completely missing)
Swamp tree atlases
Modified swamp trees to render as a single drawcall per tree
started refactoring and adding support for a cleaner game mode system.
Fixed gamma conversion on detail sprites
Removed some shader garbage from the repo
[D11] Implemented SendBroadcast in LiteNetLib
Scientist work without Navmesh/movement (turret-like).
fix what's new /mission sorting issue
Slightly faster tree mesh sort
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
added SetMaps console command to set server map rotation with map ids
Hide Signs convar, option
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Yet another merge from main
added jump pads to car3, dm2 maps
Vertex painted deck, hull and mast
added Defines.MissionsAwardedPerDay, set it to 3 for good testing variety.
set allo mission currency reward values.
added igniter damage mission.
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Set all item descriptions and costs.
jump pad launch/land placeholder audio