193,207 Commits over 4,049 Days - 1.99cph!
Switch to fast vignette in potato mode
TerritoryLocationSelector NRE fix
Only do short circuit backtracking on main power slots
Added yesterday's daily challenge score table to daily challenge panel.
Changed daily scores server sends to include the seed (so each tables knows which update is for them - can return no entries so there wouldn't be a seed sent otherwise)
Daily challenge table UI now handles ignoring requests if already awaiting an update due to multiple instances.
Version++
Network++
update camera prefab with fast vignette
tweak textures aniso
Added customisation price tiers.
Added Default.pricing definition.
Customsiation build tool now sets unlock prices based on tier settings.
tweaked main menu, fixed some button raycast, added vignette color to the tile definition setting
updated the boardviw to load the corresponding vignette setting
added WIP xmas definition/ skybox
Fixed PlayerBuildingPlacement tracking buildings being constructed poorly (we had lingering ids for buildings that had been cancelled), fixes NRE on load
RandomAnimationTrigger action no longer uses costly DateTime comparison, opting for Action.TimeSince instead (perf optimisation)
Added some additional AI profiler hooks
Improved Facts profiling
menu element color now read their value from the tileset
tweak main menu ui, the selected tab is now highlight (unselected was darken before), might make it more obvious that there is more than one tab
switched team logo AO to multiscale, improved the way the outline is generated
changed logo default color, fixed some UI element to work in different resolution
fixed splitter output order
added preventbuilding to all electrical components and tidied up colliders
new handle system for connections, removed radial menu
wiretool animations more responsive
baseboat.generate_paths convar (default true)
merge from entities in group influence branch
Ported remembering/forgetting entities from knowledge to EntitiesInGroupInfluence fact.
Fixed some groups not getting influence applied at all (set up individual influence components after the group one).
Update entities in group influence when we apply influence.
Handle any existing entries so that we remove them from the list if they are no longer in influence.
Increase time between connection attempts if they keep failing
Limit friend match requests to 1 so you can't request a match with everyone
added Beta 8 What's New def and header images.
[D11] [UI] Changed Lock icon to WIP icon. Increased distance for map icons to trigger tooltips when mouse is near their position.
Added list of entities in territory to InfluenceAndTerritory (doesn't quite work yet).
Nuked a bunch of quadtree stuff that we don't need anymore.
EntitiesInGroupInfluence tweaks.
Various fixes. Stack deals with closing a parent.
Added power drain to OR switch
[D11][TUTORIAL] Tutorial events wait until game setup and loading has finished
[D11][TUTORIAL] Reordered local server setup, loading screen will hide after setup finishes
[D11][TUTORIAL] Improved flow of tutorial startup
[D11][TUTORIAL] Fixed loading straight from scene, various things to make it more obvious your running the tutorial build
Stable sorting for daily challenge leaderboard, update database indexes
[D11] [UI] Respawn screen now displays the respawn locations' timers as "mm:ss" rather than "(s)".
Shader.WarmupAllShaders on game start
[D11] [UI] Added new running icon on HUD to show if playing is sprinting or not. Adjusted the UIHUD code to no longer use an animator to switch the icons, instead just tweens the alphas based on an index.
More improvements to Junkpile scientists (cover usage).