198,617 Commits over 4,140 Days - 2.00cph!
added mission DB tool.
blocked out login mission award structure.
added test mission defs, built db.
merge from dispensable registration branch
Zone components lazy get parent
Fixed units getting flagged for debug by bad inspector code
MapSettings stores a biome def, no longer needs to be set on the ZoneBiome component in scenes
Debug tools filters game events by type to avoid errors
Settlement debug panel has a button to force a level up
Tidy up.
Dispensable registration.
merged PlayerRecord refactor to main
Removed some debug lines from GameSpeedControlsWidget
ECS can tick continuously
bit of cleanup, added the server's playerrecords.db for better testing
finished refactor of PlayerRecord, touched pretty much every part of the game, something's gotta have broke somewhere.
Allow StringBuffer to replace with null
ship crew building interior collider
Notifications will now auto expire if the creator entity gets destroyed
StatManipulator pooling fixes
Fixed trigger evaluation running when the game is paused or not in playing state
wip (broken) PlayerRecord refactor, before deleting old shit
[D11] Fix for Cursor.visible always been false one xboxone. Disable consoleinputmodule on standalonebuilds
ship crew building exterior and antena colliders
[D11] Fixed an issue stopping multiple D11 users joining a map
Lots of fussing around with checkpoints. Also added a new vehicle checkpoint for the end point, that vehicles will need to reach.
fixed invisible supply signal smoke
removed debug.logs
Getting rid of some allocations:
- StatManipulators were never being returned to the pool
- BuildingView always allocating for a closure that isn't used 99% of the time
- Add StringBuffer as an alternative to StringBuilder that doesn't shrink
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Some fixes for dependency use.
Split Whacky Races into client/server
Merge in the latest from Main
Fixed research module being gated by research job that was not assignable in game. Job is currently un-used, corresponding crafting jobs are used (altar may require a separate job)
Research stations can specify a required job
Conditions.HasRequiredSkillForResearch -> CanResearchAtStation, checks job and skill
started PlayerRecord refactor