193,102 Commits over 4,049 Days - 1.99cph!
[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.
Fix console command parameters being changed to lowercase
[D11] Replaced background effect behind buttons on Main Menu pages
Removed CandidateEntityFilter.FilterByPlayerCommandFlag, use query/entity source modes instead
[D11] Pass Abusive report details to a custom PlayFab event, including Id of Player, Subject, Reason, Comment and Server ID Event ID -s - abuse_report_details
[D11] [UI] resized the server info popup slightly and increased some text sizes, reverted a change to controller button offsets, removed a couple print strings i forgot about and left in
Only show tooltips in battle mode (temp fix)
Removed required job from resources.
Added required job to player commands.
Testing not setting collaborations module to always evaluate.
Added target filter unit source mode for flagged ents
Player command flagged entity bookkeeping, candidate entity filter source mode
Fix unit specific multiplayer missions
[D11] [UI] Updated title logo graphic
Some database changes that I'll need for daily challenge rewards (server will error for daily challenge leaderboard stuff without this)