198,704 Commits over 4,140 Days - 2.00cph!
Tweaks to NPC Turrets on Cargo Ship.
Small tweaks to Scientist settings.
Tweaks to spawn options for NPC Turrets.
always mount cargo ship above rowboat height so you aren't knocked off
cargo ship spawns as a world event by default
cargo ship propeller is deadly
protocol++
rewrote a bunch of stuff so the AI can be used for any team. still more to do...
l96 balance
8x scope
l96/scope available at black market
l96/scope available in bradley crates and elite crates
bunch of metas that need committing
MFM, singleton widget editor warning of duplicates being a bad idea
Remove duplicate entries from resolution selection
[D11] Fix the typo on serverProtocol
Grass patch mat to biome tint
Fix Scientist spawner at Military Tunnel.
Potential fix for player model velocity sometimes being non-zero after stopping
Entity view pool prefab factory method (support added GameObjectPool), post processing method (ItemView projectile component handled by this instead of in entity create)
GameManager warmup cleanup, loading status, show UI before doing asset warmup
BaseEntity state cleanup
Preprocess the prefabs into separate client & server folders so it doesn't have to be done every time the bundles are rebuilt (work in progress: this will break some things)
changed 8_ball anim to face up when triggered, rebuilt anims and rig, tweaked materials
more ConstructionInfo persistence
Ensure headRotation is set on the server (fixes team invite issues)
OnGameReady things (BaseEntity, EntityComponent) now share IOnGameReadyHandler interface
[D11] Title Screen visual update, and reworked system for switching 2D backgrounds on Frontend
Fix some rendering issues caused by render scaling
Merge from entity pooling
ECS time warnings under BeforeDebug flag and editor only
[D11] Parse the protocol version number
toggle camera rotation and game input with in-game menu visibility.
Fix mouse position when using a different render scale
Fix for the delete queue error. Needs testing, needs tidying up...
hide any previous 8ball outcome bubble as soon as you click for a new outcome
Added Entity/Component OnGameReady callback to avoid messy event listeners and pooling being shit
Added 8 ball trophy script, added anim event to 8 ball animation to trigger outcome, prefab updated.
ConstructionInfo persistence WIP
Graveyard fence and pillar / meshes / gibs /materials
[D11] Re-enable notifications
Dont pre-allocate for all entity types during game warmup