193,727 Commits over 4,079 Days - 1.98cph!
Fix duplicate tile under trims
Added ambience volume option
Added ambience audio mixed group.
Moved crowd ambient track to ambience group.
button click audio for solo/multiplayer panel buttons
PCGangMember is no longer universal. Made sure it's not assumed to exist anywhere where it may not.
merge from main/soundpass3
Battle ambience
Crowd sounds
Improved music playback, main theme, and sub menu music
Unit celebration and react anim sounds
Lots of sound polish and mix tweaks
extra thick border line for rotation maps
Remove my start at putting Character Selection into a PlayerComponent. Decided not to move this after working on it a bit more. I think it's actually better off stay in game modes as they can check character selections for validity before they're allowed.
ReadyPlayerSelection, some conversion work, incomplete
disabled post exposure on avatar PP
separate material for single player world map
Only show opponent tile hovers when it's their turn (so it doesn't look wrong when playing bots)
Disable TAA on in-game avatar cams.
Fix avatar portrait IDS in some matches.
Fix avatar intro rotation directions in some matches.
Removed missing component from save overlay widget
Split cargo ship hull interior into two separate meshes
PlayerBuildingPlacement tracks buildings currently being placed in order to trigger events correctly.
GroupProgression correctly subscribes to building completed activity.
bots don't try and load PR cache
Version++
Network++
CustomisationProfile++
can now toggle rotation clamping, defaults of off, enabled for ball launcher.
BaseEntity bookkeeps children
Entity highlighting optionally includes children, added On/Off methods to IEntity
Player controller evaluates target entity children list (currently this only includes building addons)
Ball launcher rot speed tweak
Fixed serialization fuckups from the Unity upgrade / downgrade
Fixed serialization fuckups from the Unity upgrade / downgrade
Fixed highlight mesh rendering
Enable preview mesh when loading unfinished buildings
DropItems in all held mode checks IsHolding instead of IsCarrying
Removed TODO that was actually done
Cache data asset tooltip text on warmup
[D11] frontend/bootstrap integration WIP. Support separate per-platform task timings. API for checking whether a specific part of the bootstrap is complete. Currently this is used to make sure the warmup bundle is loaded before connecting to a server, because if forced to wait too long the connection attempt will fail. Probably need to send a keep-alive packet during loading instead, will be more robust and overlap different processes more effectively.
fixed tree leaf fx having funny motion blur
[D11] WIP Game Feedback on the pause menu & fixes for context sensitive button presses going through menus
[D11][TUTORIAL] Added custom stripped manifest asset file, uses D11_LOCAL_SERVER
[D11][UI] Crafting screen expanded queue
Trying to fix LOD preprocessing sometimes going wrong by unloading the active scene & any unused assets before doing the build
Prevent double-streaming of LODs
Set buildings to finished using the cheat to after the player building placement event to stop level up notifications from triggering incorrectly.
Fixed leader's hut being placeable more than once.
Added unlit cutout ASE template
Fixed outline shader to work with transparency (BEF-464)
Tile trim debris blasts off during unit explosions. (togglable per tileset)
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