193,470 Commits over 4,079 Days - 1.98cph!
added text input field next to New Map button for naming the map, hooked it up to new map button script.
New Map button now uses the toggles to create a map of the correct match type.
Added toggles for map mode (DM/Control) and if the new map is for career mode next to the New Map button in the map editor. Hooked them up to the New Map button script.
AND/OR/Timer/Splitter deployables
fix for map preview creation NRE when creating a new map file
Can now right click mods to equip them.
Right click no longer closes career modal windows (escape still does).
Merged mod changes to main
Reworked mod serialization.
Added CareerUnitModSlot.Serialization.
CareerVersion++
Career mod protobuf changes.
Rebuilt protobuf.
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[D11] Controller Settings for Options Menu & finished Slider buttons - options buttons can now automatically hide on consoles they shouldn't display on and navigation events are generated to exclude these
Context menu reworked back to vertical standard sort of thing for now
Mods are now all singular and stackable.
Slots are now handled differently to support it.
(still gotta rework mod serialization to handle it)
fixed fake nose mask clipping on edge of glasses, rebuilt confetti cannon prefab so the bone order (?) is correct again
Fixed GroupMemberBehaviourCountConsideration returning trash
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
fix to get career mode starting again
More mod slot reworking.
Merge from main.
refactored out the slot type array ready to use the new Slots setup
fixed normals on fake nose and thick rimmed glasses, rebaked ice cream hat to bake topping directly on to icecream mesh, turned down ball launcher trophy ball glow, rebaked confetti cannon trophy normals
re-skinned and re-exported Matts updated mesh
Fixed errors when trying to return a generic view (group, etc) to the pool
Fixed the issue with the toolbar defaults
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
Fixed MachineRequirements.WriteToBlackboard returning true when it shouldnt
ran clean up tool on units
Only generate max of 1 type of each mod slot per unit.
Order mod slot appearance consistently across units.
Disable physics on trunks when they hit the ground
Added Tools/Clean Unit Prefabs
[D11] Tag some assets with "D11IgnoreTestAsset" to exclude from the manifest, and therefore from the warmup bundle, and from being loaded in the warmups. The assets are mostly copied from work on the tutorial branch, but the filtering logic is a bit simpler. Saves ~160MB off the warmup bundle.
[D11] [UI] Checkin of Death Marker prefab files.
Machine requirements fact can read process from blackboard when writing plans, filtering results for process-compatible targets
Fire lighting uses machine requirements fact
Fixed condition group editor rendering not displaying mode control properly
Fixed missing Profiler.EndSample in TeamUpdate
Fixed NREs when spawning non-game ready entities
Only warmup game ready assets in builds, everything in editor
[D11] [UI] Added death marker assets and set up to work in Map UI.
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
Fixed NRE in BuildingRequirements fact setup due to OOE
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
Merging bug fix. Seems to work.
Added behaviour count condition & consideration
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation