243,013 Commits over 3,867 Days - 2.62cph!
Fix NRE if inventory update is called before init (somehow)
Cave lift uses parenting trigger
use translated names for objects instead of prefab names
better wire connections
better lookat info
fixed laser detector
added flow blocker
many bugfixes
protocol++
Daily challenge opponent customisation is now based on the daily seed.
Merge from kit clash branch.
BiggestThreat fact boilerplate
Chop Down Tree interaction is player exposed.
Diet Balance uses range 1-Max instead of 0-Max so that eating a single food type doesn't count.
Different tick rates for Diet Balance increase and decrease.
Don't try to replace units in the squad editor if nothing is being dragged
[D11] Client side of introduction of KeepAlive packet to cover loading - not fully enabled because the active servers need upgrading first.
[D11] Server side handling for a KeepAlive packet that the client can send when it is loading, so that we don't just have to rely on long timeouts. Client side code will be committed next, and enabled once servers are upgraded.
cherry pick grabber LOS fix
KitDatabase returns a non-colour-clashing kit definition for AI teams.
Had to change a bunch of KitDatabase/ColourManager stuff for this, so it needs a good testing before merging to main, but it seems to be working.
Update GA SDK (fixes freeze on exit)
line attack area can now check unit LOS too, set to true for Grabber
Better caching of goal/plan priorities in AI modules (removes sometimes expensive priority update on every tick, now only happens if the data gets dirty in playmode)
UnitCollection.Tick no longer sets position to follow unit average at ground height, removing raycast unless we see a need for such precision
[D11] [UI] visual tweaks to the bootflow screens
[D11] Secondary actions implemented
Power bar re added to Hud to stop bows crashing
font height conversion
precache common chars
Added anim events for wire renderer visibility
[D11] [UI] tweaks to sleeping screen
updated vm wire anims, updated cable skinning
reverted wire animator back to previous version
[D11] Fix to litenetlib so that we don't get data messages before a connection has been properly established, it was causing us to throw away messages thinking they were for someone else, since Connection.guid is only setup in OnPeerConnectedEvent. General peer messages are just discarded if the connection isn't established, so they will resent by the normal mechanisms if necessary.
Metal Rowboat, materials textures, gibs and lods
[D11][UI] Hud now displays secondary action when when highlighting object
Added script to switch static controller icons to the correct platform at build time.
Added support for trophy material customisation options.
Removed material options from soccer ball trophy definition.
Fixed dunce hat duplicate material name error.
CustomisationProfile++
Handling pushing static ui when it already exists on the stack
Removed UITutorialPromptYesButton script from the randomise button
Removed player command widget script from UI.ResourceWidget causing NREs
meta
Varied diet removal trigger
MeasurementOperators extension method to perform measurements.
Added effects for poor diet and varied diet.
Add caching to player Steam unlocks on server, make it refresh async so it doesn't slow down match setup
[D11] Updated incorrect L2/R2 sprite filepaths
[D11] [UI] visually updated the 'you are sleeping' screen