193,194 Commits over 4,049 Days - 1.99cph!
Improved AI at Lab area of Military Tunnel.
Reduced poke-through-thin-walls issues with Scientists at Military Tunnel.
[D11] DTLS managed plugin updated against latest native library. LiteNetLib DTLS handshaking interface tidied up.
Fixed char create errors on re-roll
[D11][TUTORIAL] Also changed project symbols for ps4 platform
NRE fix. Lot purchase tweaks.
Fixes, tidy up, fixed bug where UI not re swallowing input
[D11] [UI] - Updated Loading screen
Dealing with character spawning without client input.
simplelight passthrough handle fix
[D11][TUTORIAL] Changed to correct local server symbols
[D11] frontend tidy up WIP - working towards a better split between the game and frontend for memory purposes.
Fixed bug when trying to close all UI on the stack
fixed memory cell handles
CharacterCustomisationWidget ignores toggle value changed events when refreshing content for newly selected unit
AI now uses healing pads when low health.
Attempt to fix Scientist speed bug on Cargo Ship.
Implemented healing pads
Added healing pads to car5 map.
Fixed PlayerCommandWidget NRE
[D11] [UI] scaled up the inspect corpse preview HUD element a little
[D11] Pass PlayFabId to server instead of PlatformId
[D11] [UI] Fixed main menu options not navigation correctly and losing focus as a result.
Force punctuation in alert message.
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[D11] Takeout the entitlement check FTM as it can probably go somewhere else
[D11] Add ReportPlayer Method, also methods for converting the PlayFabId's
Better system for changing alert colours.
Totally revamped ui.alert for the new UI, and used the new implementation to replace the quit dialog in the main menu, making it an alert instead of its own thing (while looking visually the same as it did before). Use the new UIShowSimpleAlert/UIShowOneButtonAlert/UIShowConfirmationAlert/UIShowTwoButtonAlert scripts to tell an alert to show, like how you'd use UIPopViewController or RunConsoleCommand etc.
adding missing texture source psd
adding reward to mission notification
adding steam achievement media
update spike trap texture
tweak bubble speech mipmap settings
disabled shadow rendering on the tile toppers
adjusted local reflection probe so they dont lit the board
change tile topper layer so the decal don't draw over them
Player command widget optimsation
Target candidate filter is hard limited to 128 ents (facts replacing knowledge source caused perf regression)
Fixed EntitiesInGroupInfluence not being properly sorted via Agent tick
Fixed bad distance to call in TerritoryLocationSelector
separated world tooltip to be able to make it look differemt, fix resolution offset bug
basic setup of healing pad tiletopper, prefab etc.