198,685 Commits over 4,140 Days - 2.00cph!
added mission count/badge to missions menu button
[D11][UI] Adjustments to loot panels
Shooter attack range increased 4->5, movement range increased 4->5
[D11][UI] Selecting the water catcher panel or looking at weapon Modifications will filter icons and highlight the correct item. Weapon mod info will clamp to screen
TileHighlighter.AnchorTile now takes a y offset, nudged tilefall warning highlights up slightly.
Fixed inspector close behaviour not respecting player controller pointer state
Removed selected building widget, added basic (placeholder) content to inspector
Wood trunks now provide 4 logs
avatars now destroy their chat bubbles on disable/destroy.
fix for charger attack view losing mesh link after proxies
[D11] Disconnect/Kick using the LiteNetLib protocol instead of using a soft packet, This fixes the correct displaying of errors and also makes for sending the reason to server/client so the peer knows why. The reason for this change is you could get disconnected before actually getting the reason from the server which in turn would not update the UI correctly
Added helper methods for calling some event method on all IPlayerComponents of the appropriate type
[D11] Front-end lobby server launch now uses supplied server map data through existing API, instead of manually downloading. Hooked-up thumbnail image data download.
SelectedBuildingWidget backup in case in this idea sucks.
New ICharacterEvents that can be optionally called on IPlayerComponents. Also shuffled some things around.
Defaulted tint mask to texture on foliage shader set
Fixed tint mask baking failing in some cases
Rebaked and updated all tree impostors
Nuked all unused impostor tint mask textures
Move scripts to different folder
WorldEntityUser events now work on the client as well + fixed a couple of minor bugs.
WorldEntityUser events now work on the client as well
Fixed impostor command buffer release warnings in edit-mode
Fixes the "skip start requirements" spectate visuals bug
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Mouse buttons should close inspectors when clicking over world layers
Fixed errors on 'kill' command
Leader's Hut interaction positions
Disabled old AI for autonomous hunting and added AI for hunting only player command flagged units.
Fixed player command icon not appearing over flagged animals.
Player controller now clears last target IInteractable when pointer hits UI
adding shdow proxies to all units, updating all the unit prefab and trophies
Overhead unit indicators hide bar container if any all are inactive
Added Hunt player command
Added explicit tint mask source enum (all white, all black, texture)
Renamed and moved billboard bake shader
People can now take a corpse from the meat rack to skin it
UsersStats is now an IPlayerComponent
Updated shaders, more testing
[D11] [UI] Re-added "D11_NEWHUD" define for quick chat update in BasePlayer_ClientLocal to fix null instance.
Special case for modifying the same player record instead of two different ones, give command
Fixed a big bug from an #if CLIENT. Added some callbacks for when a user is created / destroyed.
Game manager extensions no longer store their own persisted data types, simplifies class generics
Fixed some issues with Possessions pooling (don't create defaults in Setup, moved to init)
Added proper VisualFX pooling
Version++
Set disabled state of end turn button to dark grey. Set end turn button interaction to disabled instead of hiding the button when using end turn is disabled.