193,474 Commits over 4,079 Days - 1.98cph!
Fixed BuildingStockpileTab NRE
[D11][AUDIO] Penultimate audio asset fixes.
WIP avatar face, getting latest
Reworked charger attack, it now returns to it's original position after doing the charge, making it more useful for pushing enemy units away and returning to safetfy. Increased attack area from 4->5 tiles
Highlighting tweaks
Terrain decal splat sync is optional
Puddle decal test
Data validation
[D11][UI] Crafting screen blueprint separators persit when changing category
[D11] [UI] Improved protection preview values and inventory screen fixes
Almost transitioning to game now
Force LOD0 when highlighting things (not units), fixed imposters showing on tree highlights
[D11] Support other platforms blank for now
[D11] reverted accidentally committed ProjectSettings
[D11] [UI] visual tweaks to crafting screen
[D11] Forgot to rename TestApp
Added avatar renderer for career team view
[D11] Display "secs" instead of "seconds" on time sliders
[D11] Add start of the native voice stuff for cross platform
UnneededItems fact ignores weapons
Job defs added to enum gen
Enum gen tidy up
DefinitionEnumConvertible lookup, TEnum parse on Warmup
Added Unit.HasPendingPortraitRequest, prevent UnitPortraits request queue potentially getting spammed
Each career team's manager now gets a randomly generated appearance created during career file creation.
Serialise team manager appearances.
Added appearance stuff to career protobufs.
Equip opponent team's manager appearance during career matches.
nuked some old UI components
tweak to diagnostic screen
[D11][UI] Selecting a locker now updates protection previews
[D11] Also forgot to include the Day/Night texture a while back, adding now
[D11] Forgot to include hud.cs
[D11] Display & HUD settings now active in the Options Menu
MachineProcessRequirements fact
Clicking a mod in the inventory display bar or owned items in the market view will take you to the unit view, ordered by units with the most free mod slots of that type.
set career mode PanelModalContainer background to almost opaque to make it easier to read foreground details
sort mod display by name to order consistently with unit mod display
mod inventory display listens to events, refreshes
Buildings hide their associated TerrainDecal when toggling vis
Fixed some entities not getting ticked properly (BEF-623)
Fixed BEF-622: AI tribe settlements are visible in placement guides (respects fog of war)
[D11][UI] Inventory screen survival bars added and vital preview code moved into hud element
mod inventory display scene setup / ui prefabs
Added finance button to career mode bottom bar.
Moved wallet balance to top bar.
Fixed criminal wanted level not clearing properly on the client due to a serialization error.
Unrestrict Finger Poser so it can be used on any entity
DModelPanel now properly works when being dragged by the drag'n'drop system
Clear crimes and prison sentences when game rounds end
Fixed the double spawning of vehicles in new rounds
force toggle timers with 2nd power input
compile fix
always toggle detector state even with no power
spawn locations and default squad for car4 map
Fixed issues with character initial belt slot selection (fixed bot double weapon selection bug)
ceiling light is now electric
tonnes of bug fixes
icons
laser detector
pressure pad detector
door controller
Put healers back in the two default map squads I removed them from.