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Added components to all relevant modes
[D11] Save game data support for xb1 via connected storage (currently disabled)
EntityBehaviour Triggers (HH)
ActionChain is now drawn using SimpleArray instead of ReorderableList fuckery.
Action Chain elements show audio stuff.
IsPotentiallyUnlockable string fix
Building, crafting and upgrade/addon UIs now list content that can be unlocked by available means
Fixed shitty scrolling on various UIs
UI prefab env scene
Fixed EffectsEditor errors
[D11] Plugins needed for xb1 connected storage
GameTrigger serialization
Fixed AIAction returning audio sources when setting states other than broken/complete
[D11][TUTORIAL] Added craft item action, updated objective 5 asset
Nerfed junkpile scientist aggro distance.
Fixed junkpile scientists not always switching between flashlight and research gear correctly.
Tweaked Military Tunnel scientist damage output.
[D11][TUTORIAL] FixedTutorialEvent now disables after completion
Task indicator queue count
Player task keywords, UI fixes
fix up EnableMeshStreaming
Enable use of asset bundles in the editor
Put all the prefab LOD streaming stuff on the D11_ENABLE_LOD_STREAMING define
Fix for 2018.3 error caused by use of deprecated function in CoreEnvBrdfLut
Added Bark sound type.
Barks respect intervals between sounds defined in AudioManager.
Goats now use Goat voice.
Removed various audio bundles from goat anims.
Barks editor stuff.
Goat bark data.
Added ISerializableStructUser to all game mode triggers. Not yet tested. Need to sync this via the game mode.
Comment out trigger stuff in UIKingOfTheHill for now
Cleared out the old client UI content in triggers
Hoe houses game mode now uses the new arbitrary results data.
Winner/loser lists work properly + converted some stuff that user AllUsers to just ActiveUsers
transfer owners of an addon to a new addon in the same slot
Fix for authentication failure locking players out
Task tracking boilerplate, clear indicator if a task is completed or failed before being tracked
Upgrade buttons can no longer be clicked if no upgrades are available
Addons delegate their interaction positions to the parent entity if possible
Unit task indicators get populated on game ready, attempt to create on requirement check tick