199,178 Commits over 4,140 Days - 2.00cph!
Switched to impostor shadows on LOD1
Tweaked shadow bias on bush impostors
[D11] Use Machine Unique Id FTM until we get platform id's in.
cargo ship scene edits
added a second way up to to the top floor into crew building
crew building wip texturing
PrefabInfo is now called Poolable (separate commit to keep the file history intact)
Possible NRE spawn fix v2
Tech tree node connectors
Added PrefabPostProcess (runs after after components and children have been cleaned up)
Spawn in vehicle error fix?
New prefab pooling baseline
started missions, wip.
added Missions.proto to protobuf files, added to batch file.
MissionProgress basics.
MissionDefinitionSO.
MissionScope.
MissionType.
Added a test mission def.
MissionProgress now has a mission slot index.
Added MissionProgress list to PlayerRecord.
started PlayerRecord refactor
Fixed research module being gated by research job that was not assignable in game. Job is currently un-used, corresponding crafting jobs are used (altar may require a separate job)
Research stations can specify a required job
Conditions.HasRequiredSkillForResearch -> CanResearchAtStation, checks job and skill
Merge in the latest from Main
Split Whacky Races into client/server
Some fixes for dependency use.
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Getting rid of some allocations:
- StatManipulators were never being returned to the pool
- BuildingView always allocating for a closure that isn't used 99% of the time
- Add StringBuffer as an alternative to StringBuilder that doesn't shrink
fixed invisible supply signal smoke
removed debug.logs
Lots of fussing around with checkpoints. Also added a new vehicle checkpoint for the end point, that vehicles will need to reach.
[D11] Fixed an issue stopping multiple D11 users joining a map
ship crew building exterior and antena colliders
[D11] Fix for Cursor.visible always been false one xboxone. Disable consoleinputmodule on standalonebuilds
wip (broken) PlayerRecord refactor, before deleting old shit
Fixed trigger evaluation running when the game is paused or not in playing state
StatManipulator pooling fixes
Notifications will now auto expire if the creator entity gets destroyed
ship crew building interior collider
Allow StringBuffer to replace with null
finished refactor of PlayerRecord, touched pretty much every part of the game, something's gotta have broke somewhere.
bit of cleanup, added the server's playerrecords.db for better testing
Removed some debug lines from GameSpeedControlsWidget
ECS can tick continuously
merged PlayerRecord refactor to main