192,400 Commits over 4,049 Days - 1.98cph!
Resolved CLIENT/SERVER separation issues in new AI.
started making the map editor mode work again
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
added mortar celeb test anim to mortar anim controller
unit death delays (looks weird at the moment until we add effects or something)
AI cleanup / generalization improvements.
[D11] Sever and Client defines Added
[D11] Setting up text mesh pro package and files
Fixed delayed tooltips showing after mouse-off the target
ItemActionEventData listens to AIAction events and resets itself
Bandit Town shopkeeper room dressing
Bandit Town and swamp_c scene2prefab
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Fixed some entities and construction conditional models pooling on the server, which is not supported
Fixed NRE in PlayerController.EvaluateGeneralTargetCommands
control room deck computers
scene update
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
update customization UI adding description
tweak space environment, updated texture compression settings
increased delay before AI first move of a turn
Check a little less often
teleport movement now has delays and effects
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
Building worker/job assignment via context menu
util.(De)Compress and util.Base64Encode error on no input
Allow player commands to command the interaction already being performed.
Hide depositing of individual items from the UI.
OwnableCondition checks if building is useable.
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
Fixed prefab pool warmup only being executed on first server connect
Fixed missing conditional model references on wooden wall
Command pooling debug logging
Removed some holster effect prefabs with missing sound references
Fixed building conditional model prefab bundles
COmmand pooling cleanup, implemented IPooled
PlayerController cleanup
GUI save (should fix unit widget buttons again)
util.(De)Compress now return empty string if first argument is an empty string or no value
ContextMenuWidget.MenuItem returns children to pool when entering the pool
[D11] UI events can now be sent to a parent objects if the select object has no use for it/has not implemented the event.
Added UIEvent handlers for shoulder buttons.
Implemented Editor script for D11Advanced Button
Reworked UI events for more consistent naming
Fix context menu actions getting duplicated sometimes
tweak customiztion UI/ camera angles
changed some material/ texture compression