197,445 Commits over 4,110 Days - 2.00cph!
Unit bar portraits now responsd to hover events. Input ignores unit hover events if there's a unit portrait hovered
Fixed PathFollower.Compute leaking Lua references
Reduced slasher damage to 3 per unit, Grabber now uses it's attack def damage. Update attack descriptions for both units.
tweak mini unit frame hover speed and in range color
Manual Linux Build (Ubuntu 14.04.5)
setup new mini unit frame with anim/texture etc
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Get rid of outline warnings
OUtlineEffect for client only. Fix NRE on built Server
Allow building debug server without building release version as well
Units only register for entity updates if they're GameActivated
Fix for recent squad editor errors
placeholder hit recoils work again
Placeholder scale effect for gamemode value changes
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Slasher now flips surrounding enemies away from itself before doing damage
Instance null check that's needed on exit in C+S mode
Missed a file in the prev commit
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Grabber now does 2 dmg before pulling but has 1 less range
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Reduced zoom to map input buffer reset timer
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Changed some things to expression bodied properties
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Make and Baby invalid items for spawning
ManagerExtension.Reset instantiates a new TPersistedData object
Item decay logging checkbox
EntityManager.Save rename for clarity
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
Added a proper definition for wanted levels
More details in combat log when rejecting attacks for various reasons
Network++
TimeManager reset bits I forgot