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[D11][Tutorial] Cleanup and converted more tutorial events into static events
Split the 3 cave wings up into groups for culling.
[D11] More reverb tweakage
[D11] more reverb tweakage
Cave wing pre-split backup
[D11] fix for some UI stuff not showing up in the hdg remote debugger due to order being initialized before the debugger.
Switch to fork of ILVerification
Converted a few more broken shaders.
[D11][Tutorial] Moved tutorial highlighter initialisation to Awake, prestart and highlight events are now static
can set font color
Merge branch 'master' of SpaceUsurperUnity
dont do volley effects if all bullets in volley are canceled
drone tweak, more fonts
checks so speech doesnt happen too often
claw speech
[D11][Tutorial] Unity editor locking on pre-processing fix (merge issue)
TimeWarning fix for auto-generated files
[D11][Tutorial] Inventory Fix
SAM turret LOD4 tweak (seen further away)
[D11][UI] Submit events are now sent before move events
[D11][Tutorial] Fix for issue #1824, added poolable entity support for object highlighting to prevent stuck glows
[D11] [UI] added the ability to switch lights on and off from the inventory and implemented the time remaining
Merge from d11_console_version
[D11][UI] [#327] Attempting to drop an item that has and timed action in progress will finish the action before dropping. The flame thrower should no longer have and adjust modification action
More wandering around while loitering
Click configs can now spawn a particle effect
Added excavator cabins to excavator scene
Messing with NPC speeds some more
Modified NPC base speeds - they needn't be in as much of a hurry as player characters. Walk a little more slowly by default, and run with a slightly different speed multiplier
Pie charts can now animate their values in
Pedestrians walk a bit more slowly.
Fixed walk/run/crouch movement animation speed issues. Character animation speed should match actual move speed correctly now, even when they're faster/slower than "normal" speed.
Enable click jobs for emptying rubbish bins
Show an icon on the job popup if a staff member is handling the job
Add range limits for stockpile restocking
Added a pause while in fullscreen panels toggle in settings, defaults to true
NPCs wanted about a bit while loitering, staying within their current location.
WIP job click system
Remove hudpopups after job is clicked, click handling
Can now click complete restock jobs
Jobs can mark themselves as not completable
Click completes now play a sfx
Can pick up rubbish by clicking
Minimise clickup UI when transform is too far away from the camera
WIP support for staff rooms only allowing staff member to perform jobs in a radius
Updated Apex Utility AI to the latest version
Excavator wooden cabins / meshes / LODs / prefabs
Move clothing json from dresser to citizen
Enabled skin unloading by default if system RAM is close to minimum requirement
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
Removed second grabpass from background blur shader
fixing bug related to punch gameobjects not being removed properly and spitting out error
Fixed main menu UI glitch when switching tabs for the first time
[D11][Tutorial] merge fix