193,745 Commits over 4,079 Days - 1.98cph!
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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TileView keeps a list of it's trim pieces
[D11][TUTORIAL] Added build options for Xbox One
rowboat changes (adding storage space to the front and making the rear seat better for skins)
Made NetworkEntityBehaviour.networkEntity private.
Fixed SettlementLevelPopup modal state request conflicting with building placement (BEF-599)
Cleaned up reference add / remove code.
set ball launcher materials up again, ball life increased to 5 seconds, but destroys after 2 collisions.
physics matrix changes.
always rebuild prefabs when doing it from the context menu
Fixed problems so far, seems to be working. Needs hooking up.
CanBeNull on CanPerformJob's job argument
Fixed potential NRE caused by bad unlock data in Worker.OnUnlock callback (spits warning now)
Nuked UIWidgetModalStateChanger script, merged functionality into base UIWidget
wip trophy/launcher tests
removed old fx componenets from tree source prefabs
moved tree source prefabs
subtractive merge from last changeset because I deleted some component from the prefab I needed
Disabled full screen exclusive again due to crashes (Unity downgrade)
Added a topo sort to sort spawn order
Removed scriptable build pipeline test stuff (it's rubbish)
Make sure all prefabs that have been added for preprocessing are actually preprocessed
Removed unnecessary check when creating the file system backend.
Make the Frame Debugger act a bit more reliably
Change FindPrefabNames to use the game manifest when D11_PREPROCESS_PREFABS is being used (because assets may not be in the expected location)
Took out one row in the stunner shades and repackaged
convex collider for deflated HAB cloth