192,440 Commits over 4,049 Days - 1.98cph!
Added raycast blocker to unit list widget to prevent messy interactions around the top of the screen
added BuildingTest to probuilder scene with some modular test wall prefabs
[D11] [UI] - Added SDF fonts for TMP + material variations for dropshadow and outline
NPC heading can't be zero.
NPCs won't kill family members.
[D11] Disabled time of day from updating - to prevent joining server when pitch black - warning printed to alert user that this is enabled
[D11] Updated unity version number to 2018.2.3
fix for unit info panels not completely fading out rarely.
increased crowd rotation offset range
force final position after lerping when jumping/fly.
Fixes, UI work, various lesser magic
adjusted fog distance with new near clip plane
fixed minor UI bug on match intro / fixed player 2 portrait being flipped...again...
Fixed some issues with character location detection. Checkpoints now work properly in buildings and in listen server mode.
update unit jump curve/timing
modify jump tween ease
smoke FX now play at the start of the jump up action
update trajectory shader
Vantage points for racetrack spectators
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
Deconstruction time balance
Effects no longer cleared instantly by death flag, instead we do cleanup in the next Effects.Tick call
Removed some stupid bonuses from the crafting module score, which means crafters will actually sleep now instead of crafting all night
Building decay returns a % of the items put into the building upon destruction
changed dm4 a bit, added jump pads.
moving from a jump pad to a jumppad is now a 0 tile cost.
removed hit anim on jumppad land.
other fixes with new stuff.
update unit animation controller to work better with the jump
jump now set move float to 1 and then back to 0 at the end of the corroutine
Decay removes items from the building container
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
Reduced prefab pool prewarm count again (for now)
Shipping container decals
Fixed weather not changing
Fixed smoke grenade ordering issue with some glass windows
Effect stat manipulation pass, removed a bunch of weird mood changes
Fixed ai module drawer not working in effect editor
nre fix
smoke effect no longer gone forever outside network range
update mission notification /toast UI
Cargo ship hull models and prefabs
IStat.ChangeSinceLastSimulation -> LastChangeValue, added support for change direction indicators to ValueElement/StatBar
Unwarp always sets updatePosition and updateRotation regardless of whether we warped or not
Force people to unwarp when they start moving
New AI use radio comm voices.
New AI goes dormant properly now.
Moved BuildingView.SetPropertyBlockFloat to EntityView, used in ResoureceView.UpdateDispenserRendererProperties (should fix resources showing as full when they're not)
SmartObject interaction positions are pooled