192,622 Commits over 4,049 Days - 1.98cph!
Fixed a few threading issues
chromium calls/callbacks can pass objects/hashmaps
awesomium calls/callbacks can pass objects/hashmaps
Fixed view not being hidden on resources that should hide when empty
Add a flag to disable steam id verification for local testing
Fixed allow no tool not working properly.
Validation to allow no tool on interactions with 0 tool types defined.
array passing for awesomium too
[D11] Try the official version in unity hub
can pass arrays as params/returns for javascript bindings
Moving shit to the base class
[D11] Now handles custom prebuilt versions of unity
changed default month to 4 so grass is green
merged capture mode rework branch to main
[D11] Removed hardcoded IP address
ran customisation DB tool.
portaits loaded into match history
WIP saving of player avatar renders with match history
[D11] Start to add back anything we care about
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
Working on update ally calculations
update WIP UI, adding portrait render texture/camera setup
adding unit type icon to the mini unit frame
Added checkpoint world space POI
Add allies to winner list for checkpoint trigger end trigger
Trait selection screen.
Buncha new icons & changes.
Fixed impostor sometimes sticking around after tree is killed
UI changes for capture mode rework.
Refactored some mode display stuff.
Mode is four player with teammates again
Default upgrades now get added to the total progress when constructing a new building.
Everything but trait selection screen.
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
Fix Unity hating .blend files
TEMP game version that only requires two players
Disabled graphics jobs on staging for side by side comparison with release
Item quality gives a bonus to Tool effectiveness (action time)
Item quality gives a bonus to weapon damage
Item quality gives a bonus to durability/decay rate
Nuked InteractionPlanData class, moved properties to InteractionPlan
IsCarryingRequiredTool returns true if it's an interaction that doesn't require any tool types or if AllowNoTool is enabled
Fixed IsCarryingRequiredTool out of range error
ehandle lives in userdata
more clothing not working
ToolUseParamters, replaces list of ToolType defs
Made some more GC free enum flags ext methods, replaced usages (Hostility, UnitAges, UnitGenders, UnitAttachmentPoints)