192,968 Commits over 4,049 Days - 1.99cph!
Memory optimized & applied sounds to the remaining status effect vfx
Building decay is gated by a few more conditions
UIElementPositioning supports curves for each value (offset/scale/alpha)
BuildingView's materialPropertyBlock no longer static
Beauty shots can specify FOV
Added beauty shot position to testbox
Fixed missing weather defs in scenario data causing NREs on load
Passing cheat commands with no argument will toggle their value
Building debug UI
Pre-warming spell projectile fx
Fixed portrait rendering being badly offset when inspecting a sleeping unit
Fixed building.CurrentHitPoints not being properly set on init
FX memory optimizations.
Visual tweaks.
Devhaxers start with frostbolt.
Going through the spell prefabs.
Fixed biome editor not showing weather data
Reworked building decay calc somewhat. Editor has dedicated structural data section, with area to test decay values and see the calculation for decay time
Made a bunch of zone component events static (seasons, weather)
Various UI
fusebox and fuse models/LODs/COL and prefabs
Combatlog doesn't show fractions, fades after 12 sec.
fuse box and fuse textures/mats
Always show decay value for buildings that can decay
Added stat/value element stuff to EntityInspectionWidget
Added ShowOnUI and ValueColorGradient to StatTypeDefinition
Added StatsUtility.GetColor ext method for IStat, which uses the gradient defined in data evaluated
tweak UI colors / fix career squad editor color bug
Building decay added to value elements in tooltip/detail overlay
flagged torso clothing to remove armpit hair and legs clothing to remove pubic hair
Exposed a cancel spell sound effect on the Player prefab
Refactored some spell casting logic to function better under button mashing and to give the client more information about spell fails
CombatLog now stores whether an attack was a crit
CombatLog UI now shows crit status
Semi-porting the ZGameMode to the new system
GameMode custom prefabs no longer HAVE to be networked. Use them just to store data on the server if you like
GameModes can now create a custom NetworkEntity and destroy it on game end, allowing for fully custom per-game-mode code, or sharing data from server to clients
CombatLog now fades out 10 seconds after receiving a message
CombatLog will become visible if chat field has input
Better(?) way to access current active game mode on server or client
Merge in Bill Ford's changes from Main
Game modes now have custom handler for spawn/respawn
Styled the target healthbar properly.
Target healthbar does not reveal total target hp number.
Alternative cast bar around the crosshairs (disabled for now)
Fixed the chat error spam
Don't start with dummy errors.
Improved the timing on the error sound