198,711 Commits over 4,140 Days - 2.00cph!
Fix new bot players not being ready if they join during game transition
Criminal component now optional on testing modes. Fixes 99 bots
Don't need this, we're better than networked singletons now.
Don't show any info text for unowned buildings. Better for game modes without building ownership
Increase mouse wheel scroll speed
total revamp of electricity to be one directional and throttled on the server
Force balanced team selection in Team Deathmatch
Fixed double connection events on server, plus added a failsafe check to prevent any issues in the future
adding avatar face
tweak icon renderer lighting/ framing, rerender most icons
Building collapse chance WIP
Only show building status stuff on hover
Building placement auto-rotates buildings to face settlement root building (should be nearest campfire but this works for now)
Removing navcontroller v1
reduce size of fame display rings by 25%
fade out unit panels instead of highlighting the rest
hovering mod types in the inventory status display highlights units with empty mod slots of that type
Simpler system for assign PlayerComponents on game modes
Fixed doors not being damageable; interactors can now also be hittables again.
Fixed doors not being damageable; interactors can now also be hittables again. Disabled trigger colliders being returned from hit checks globally - things that need it are already setting QueryTriggerInteraction.Collide.
Electric cable model and textures
Added a MachineProcess fact for crafting stations.
Crafting AI uses said fact.
fix booster fucked normal
hide some details to simplify leage overrview tab
fix mod button hover color
Override player team manager's avatar customisations with player's online customisation at save create/load. (so any changes you make to your avatar will affect your existing saves)
Added InteractionPlanFactProvider base class for BuildingRequirements, MachineProcessRequirements and StockpileRequirements
updated career UI
adding missing avatar face textures
Entities can have child entities in their hierarchy
[D11] Try loading the Procedural Map scene async whilst loading/download and deserializing the specific map data - seems ok.
[D11] fix for bundle time client side processing exception (why is this not showing up all the time?)
disable manager avatar in squad editor, show it in roster views.
[D11] Audio Settings added to Options Menu
Fixed BuildingStockpileTab NRE
[D11][AUDIO] Penultimate audio asset fixes.
WIP avatar face, getting latest
Reworked charger attack, it now returns to it's original position after doing the charge, making it more useful for pushing enemy units away and returning to safetfy. Increased attack area from 4->5 tiles
Highlighting tweaks
Terrain decal splat sync is optional
Puddle decal test
Data validation
[D11][UI] Crafting screen blueprint separators persit when changing category
[D11] [UI] Improved protection preview values and inventory screen fixes
Almost transitioning to game now
Force LOD0 when highlighting things (not units), fixed imposters showing on tree highlights
[D11] Support other platforms blank for now
[D11] reverted accidentally committed ProjectSettings