255,357 Commits over 3,990 Days - 2.67cph!
More toggle 2019 fixes
More toggle fixes
Fixed sessions not loading walls from blueprints
More toggles
Fix "Pending..." corp merge text appearing on the wrong corp for the requestee.
Added a pause while in fullscreen panels toggle in settings, defaults to true
Pie charts can now animate their values in
New optimised male premium model, fixed premium passengers not being included in build (!)
Moved Clothing, outfits and MiscVisuals out of Content
Rescaled expansion costs
Merge branch 'master' into 2019.1
Fixed toggle group issue introduced in 2019.1
Can now disable animation instancing via game config
Restructed how on arrived callbacks are processed for units
Added support for override stopping distances
Some sfx for hiring staff
New hire effect for staff, spawn a particle effect and drop the staff from height
Can fire workers from smart object inspector, more widget fixes
Several corp name/tint improvements:
- Corp tint changes now update unit colour correctly when the unit is part of a larger building.
- Corp name is now enforced as unique on creation, as well as on edit.
- Corp name validity check after changes in now on server, not client.
- Automatic corp tint colour now uses a golden ratio trick to keep tints as far away from each other in hue as possible.
Can now hire staff members directly for vacant work positions via a HUD popup
Assign name and gender via entitystart
Show room radius for staff rooms, enable generic method for declaring a radius display on rooms
Locker prop
Update staff room with new lockers and increase staff radius
Refactors, new popup widget for staff room hiring/firing
Update staff wander logic to leash staff to their staff room
Remove obsolete building colour tint code
Add tracing for player event dispatch, added more player buttons on menu
Add a preprocessor flag to toggle tracing
Tracing fixes, fix login assert failure
Campaign medals / completion font replacement
Stage item score style change, campaign resizing
Added logging of baking times for individual stages
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
invasion ship1 movement rework, polished doll pattern
polished invasion line pattern
tweaked invasion unit spawning
Culling volumes for the 3 regions.
S2P
Release candidate.
Merge prop_combine_ball/AnimatedOffsetTextureProxy crash fix from main
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some speech lines
fix fuse camera quirk when moving upward at start of stage
traps have revenge bullets
polish player death camera effects
Add tracing code to help diagnose the deadlock
Pressing D in the console will dump all current traces so we can get async "stacks" of everything that's running
Also fixed the editor entity disappearing forever probably
Remaining issues cleared.
Fixed leaderboard entry score / medal positioning
Time target layout tweaks after font change
Updated timer font / placement
Merge branch 'master' of SpaceUsurperUnity
LocalPriceFormatted
GetDefinitions
Delete cached maps if there is a checksum mismatch
some speech lines for frame, etc
pixelgroup onUpdate, more speech setup
speech and attack for form 0 respawned parts on trench
better revenge bullets for octopus boss
some octopus speech setup
Fixes for map compression
SteamInventory
Create InventoryTest.cs
InstalledDepots, AppInstallDir appd param default to current app
Test using Rust instead of Gmod (uses more features)
Stats fixes
Comment fixes
Igmore more STEAM_OUT_BUFFER_COUNT etc
ISteamInventory interface
ISteamRemoteStorage codegen
Parsing fixes
Lighting prefab.
Scene s2p.
Last bit of lighting.
Possible fix for Fusebox
Add an option to turn off the tutorial prompts
faster loot fix for inserting items into loot
[D11] some minor script optimisations - remove double sorting of traces
[D11] some minor script optimisations - missing loop breaks and using GamePhysics.TraceAll when GamePhysics.TraceAllUnordered would suffice.
[D11] a couple of fixes to enable the occlusion based visibility code on console
[D11] [Audio] Reverts map zoom fx to every press of the button
[D11] Reverts zoom oneshot to every press of the button
[D11] [Audio] Map zoom loops
[D11] [Audio] Map zoom loops