192,868 Commits over 4,049 Days - 1.98cph!
electrical branch has UI menu
Removed unused grass grid.
Heat map uses detailed instead of super detailed grid data.
Removed super detailed grid data.
Added HDG remote debugger
Entity grid gets allocated on demand instead of at game start.
[D11] Re-enable latest unity
Influence NRE fix.
Don't update dead peoples' portraits.
wiretool/lookat profiling
disabled cable tunnel
fixed cable tunnel issues
Added new influence grid specifically for knowledge, which uses the senses awareness radius and grid data.
Put group influence radii back to more reasonable values.
[D11] [UI] Fixed popups not sorting the full screen blur effect correct; Blur singleton now remembers the sort order requested every time it attempts to show itself, and sets its sort order to the most recently queued sort order.
Fixed influence component not being set ready if it was created after the game was ready
[D11] Disabled MyStats panel - re-enabled Placeholder panel for now instead
[D11][TUTORIAL] Added message queue for tutorial tips, tweaks to UI size in tutorial
[D11] Prevent dpad from changing equipped item when Pause Menu or a popup is open, and another quick fix for popups losing focus when dying with one open
[D11] First pass Aim Acceleration
[D11] [UI] art pass on the corpse inspection screen
[D11][TUTORIAL] Added server shutdown on disconnect. Added stub for finding food tutorial. Added Is Play Holding Item tutorial action
[D11] Reporting Flow will now send the 'Reason' as a normal text string rather than a translation key & fixed a number of cases of popups losing focus due to other in-game events (such as dying)
Removed territorial/influence at location and pathfinding distance bonuses/considerations from a bunch of target filters
[D11] [UI] changed text in disclaimer screen
EntityGrid now holds EntityGridCell containing both a list of all ents per cell and a dictionary of ents by EntityTypes enum
Senses ignores units from the same Group, animals ignore other animals unless hostile
[D11] [UI] Temporarily disabled Animators used by Menu Animation Handler for testing purposes, changed screens that used it to simply pop on for now. Singleton blur class now keeps track of its requests, and only disables itself once the counter reaches 0. Removed duplicate blurs from project and hooked up singleton blur to screens that needed it.
Update eolconversion.conf
[D11] DTLS socket now overrides the LiteNetLib socket when enabled, to encrypt all network traffic. Still WIP and disabled by default.
[D11-Tutorial] Tutorial cave collision fix
Fixed NREs in AIEx.
BuryUnit machine process destroys units pending implementation of proper Grave component.
[D11] First pass vertical sensitivity
[D11] NoClip debug option now shows a confirmation or error popup after clicking the button
[D11] Disabling Quick Craft button - and giving the Language button a default value
Remove TOD_Shadows, tuned TOD_Scattering down to save some perf
Fix replay continuing to play after exiting and starting tutorial
fix uv seam on space arena env
More tweaks to AI at Military Tunnels.
Tweaks to AI at Junkpiles.
Fix avatar on menu disappearing after watching a replay
Modules can define a list of other modules during which they will always evaluate.
Most work modules can now be evaluated during idling.
Fixed reorderable asset list not restricting available assets by type.
Made some extension methods for overriding GPVs.
Don't include unavailable items in the Steam list
Set pricings to 0.
Rebuilt CDB.
Version++
Disable replay playback for now
[D11] [UI] Removed loading screen 1 from list temporarily while new art is being generated. Adjusted blur values in background blur material. PieMenus now hide belt bar graphics on HUD. HUD now has a function that will tween out the alpha values of the belt bar components. Moved unnecessary camera from Frontend to Blur Singleton prefab.