198,617 Commits over 4,140 Days - 2.00cph!
Fixed building inspector crafting/research tab state getting into a mess
Fixed inspector pick research button being interactable when the tech tree has no content to show
Fixed weaving station missing research skill and interaction data (causing an NRE when you tried to view the research tech tree for the building)
Dispenser replenishment can be disabled per season
Berries only grow in autumn
Deconstruction now works (but looks a little janky)
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
Context menu collates targets and commands
Context menu stays in screen bounds, blocks player input again
Building assignment slots are RMB or LMB
Fixed player command toggles not changing cursor when toggled off via UI click (was fine when using escape)
Fixed TimedButton not stopping audio if you release mouse button early
mission fix for minutes/hours
fixed TileTopper edit mode for map editor
[D11] [UI] [WIP] Submit for new Belt Bar graphics for Console Port.
[D11] Missed .cs files for litenetlib
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
Resolved CLIENT/SERVER separation issues in new AI.
started making the map editor mode work again
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
added mortar celeb test anim to mortar anim controller
unit death delays (looks weird at the moment until we add effects or something)
AI cleanup / generalization improvements.
[D11] Sever and Client defines Added
[D11] Setting up text mesh pro package and files
Fixed delayed tooltips showing after mouse-off the target
ItemActionEventData listens to AIAction events and resets itself
Bandit Town shopkeeper room dressing
Bandit Town and swamp_c scene2prefab
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Fixed some entities and construction conditional models pooling on the server, which is not supported
Fixed NRE in PlayerController.EvaluateGeneralTargetCommands
control room deck computers
scene update
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
update customization UI adding description
tweak space environment, updated texture compression settings
increased delay before AI first move of a turn
Check a little less often
teleport movement now has delays and effects
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
Building worker/job assignment via context menu
util.(De)Compress and util.Base64Encode error on no input