192,356 Commits over 4,049 Days - 1.98cph!
update ice trims
added WIP ice pillar
[D11] use a runtime check instead of a compile time check here
Added a load of shit to be able to transfer building deeds
reduced Mortar attack damage from 2-4 to 2-3
[Audio] Added new mixer structure for consoles.
Optionally display locked content, expose unlock string overrides
ice pillar collision, tile effect gets removed correctly with tile topper
Oilrig crane LODs, COLs, Prefabs
[D11] disable 2d physics shape generation on all sprites - this is a new addition to Unity for 2D games so we don't need it. Saves a tiny bit of memory, but something recommended in the Unity project review.
Adjusted evacuation pipes legs
[D11] Made way for PlayFab stats/leaderboards
Player task accept/decline strings, task list UI animator fixes
[D11][TUTORIAL] Fixed up symbols for default config errors
Fixed Tetsbox scenario having no maps (cause out of range error in new game UI), added warnings to data validation when scenario has no maps
Wanted stars are updated on Update() now in UIWantedLevel, so no need for this call anymore
Fixed checkpoint init ordering and missing image making their icons not work
Fix path to map building icon
Implemented InfoMessage back into the HUD
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Moved back to sending damage source pos as an RPC. Sending it in the main Serialize is nice and simple but would mean lots of extra network data.
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fix soundsystem build & hlmv
ignore.conf for linux builds too
fix PCH locations for hammer/vvis
the ultimate ignore.conf
common intermediate directories for each project
update ice env/tileset, added more trims
BuildingWidget list has a proper bottom.
ui.bg.sidebar l/r use the right mat and shader.
Dirt decal grass displacement improvs.
Being hungry doesn't make you whine emote about it. Only very hungry.