193,473 Commits over 4,079 Days - 1.98cph!
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
Loot stuff.
Various other things.
Added move state block filter to UnitSelection.
Turn 5 tweaks, turn 7 wip.
Removed APC from tunnels complex
APC now spawns at launch site
Some minor DM filtering optimisations
Fixed some tutorials having the wrong knowledge screen assigned
Fixed objectives UI missing anim event sound player component
UI anims
Fixed edit session not using correct camera profile
Fixed ScenarioDefinitionEditor not displaying the camera profile field
Fixed PlayerTutorials.TutorialsComplete not accounting for active tutorial
Dead units can be selected
bullet proof insert model/gibs/collider
window bars are thinner on all tiers inserts
Marked basket as placeable so that a full basket can be set down in camp for people to eat from
Attachment Point containers will now resort their items when an item is dropped
Added a Use Attachment Points field to Container that parents items to attachment points in the container hierarchy. Recursively looks for a transform named "AP_XX" to parent to (eg. AP_06 or AP_12)
Hooked up two meshes to particle system shape components to stop chopped down birch trees from spamming warnings while playing - this was done on the prefabs directly, there could be changes needed on the TreeModelEditor to prevent this happening in future
Very first base AI + merges
Target keyword can now be used in Goal Plan Variant descriptions - fixes a bunch of in-game text showing {Target}
Fixed "Winter is Coming" objective having a time limit...
UI Tweaks
Marked take branch interactions on trees as Require Item Pick Up (branches were flying away when taken from trees)
fix for tree minigame always going right and never left
tree minigame rotates each X less
tree minigame X starts relative to the initial strike position rather than randomly
tree minigame picks one direction to rotate never goes the other way
switch coold down material to amplify
update unlit particle shader
switch star material from shaderforge to amplify
GPU instancing enabled for Arena_Frame_A_Mat.mat
tweak chat bubble size behavior
Autonomous eating on stick.
added bulletproof glass window insert
enabled gpu instancing on Crowd_Opponent.mat
Let's see if jenkins prefers it like this.
satchels that hit other satchels will attach to the first satchels parent instead of falling off
timed explosives no longer act as garrys mod style thrusters on vehicles
if a satchel becomes a dud it falls off the object it was attached to when it moves
satchels that have fallen off their parent are always pickuppable ( no short fuse game)