255,144 Commits over 3,990 Days - 2.66cph!
Fixed Rustige Egg base protection
tentacle bomb variety and form 0 behaviour pacing
Load game fix
"equip_item" command now works on editor seleted units
Remove old roomareas
Remove old paint thumbnails
Crossfade land animation on staff spawn sequence
Move/resize interaction UI per Bill's recommendations
More interaction UI options
Fix build notes not animating independent of time scale
New finance tooltip for cash widget
Build notes improvements
Disable kitchen room
Randomise spawn position in staff room
Client can connect without raknet
tentacle greenBullets variety
polished stickySlow pattern
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
tentacle wobbling pattern variety
Merge branch 'master' of SpaceUsurperUnity
tentacle wave pattern variety
Added support for custom mission task completion text. Makes things more understandable.
Loads of sound tweaks and additions
boss vocalization tweaks
Merge branch 'master' into moresounds
merge fix
UI sound tweaks
First pass on new resource system, just removed some old stuff
Merge branch 'master' into resource_rework
Resource requirements + supplies (reusing currency asset)
More legacy resource stuff removal
Room resources popup
Added support for resource radius check
Show resource popups during placement
Room ceiling display, shows when room isn't meeting requirements
Merge branch 'master' into resource_rework
WIP for showing connections between resource suppliers during placement + some refactoring
Merge branch 'master' into resource_rework
Merge branch 'master' into resource_rework
Merge fix
Merge branch 'master' into resource_rework
Fixed supply room not showing radius guide
Better lines between resource connections, bathrooms now require water resource
First pass of resource requirements
New food currency and small food room
Rename/sort currencies
Show currencies in purchaseable details
Generate the room resources popup on demand, rather than start
Merge branch 'master' into resource_rework
Nicer resource popups and more selective conditions for showing them
Disable gauge cluster, fix radio reset timing
New build notes UI when placing rooms
OnUILoaded callback for all entities, show missing resource requirements all the time
Added a system to clamp units to the navmesh
Added a mission called GetTheMoneyAndTheDrugs that's similar to Bill's design. Added new CollectItem mission task type. Removed TransferCash task type since a normal ReceiveItem can be used for that instead.
Fixed bug when browsing friend leaderboards
Fixed errors if some UI elements are left disabled when starting the game
Removed old replay UI
Basic replay side bar layout
Some basic UI integration for replays
Server builds without raknet
Nicer resource popups and more selective conditions for showing them
Fix TransferCash mission task def name
Fix some mission comments
Weapon visual/optimisation pass 2/3
SteamNetConnectionStatusChangedCallback_t callback
Struct cleanups and testing
ConnectionInfo
Terrain belts/ output bucket/ belt splitter
meshes/LODs/colliders/prefabs
Remove the map editor grid from all the map preview images
Fix the surrender button not cleaning up properly
Fix charger damage previews not accounting for armor
CHIPPY-321: Fixed leaderboard navigation issue
Caused by leaderboard TotalEntries value not always updating.
Darkened stage descriptions in main menu
Merge branch 'master' of SpaceUsurperUnity
Better stage description text justification
CHIPPY-348: Start loading a stage after fully faded out
Highlight tiles green when they have a friendly unit but are in the chargers attack path (also two small bugs in highlighting)
hunting bow icon position update
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
Check if save file exists before running loadmap command in playground
skin approval, hunting bow icon generation
Spawn default model for pickup if no prop has been set for it
[d11][Audio] Routed the Geiger Counter sounds through the UI template rather than default to avoid the Geiger overwhelming the mix in reverb areas.
[D11][Tutorial] Fix for issue #1983, added IsFull check so resources can be stacked more than the max stack amount
Adjust tile targeting for line attacks, now supports limited height variation as well (charger uses this to go up/down), also disable terrain LOS for charger attack
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
ISteamNetworkingSockets generating
SteamNetworking boilerplate
Connection basics