198,617 Commits over 4,140 Days - 2.00cph!
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Driving changes to remove excessive raycasts
Updated prefabs to have collision layer
Camera changes to allow multiple views
updated truck 3 paintable
added a LOS check flag to attack range. Gunker uses LOS
FOR FUCK SAKE fix scene UI
Different pattern for deserialize before init
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Merging latest from trunk
some more prep work (overgrowth dressing scene)
tile hover events are only sent to the server during a player's turn, so you can't annoy the other player during their turn :) (and to halve bandwidth)
basic tile hover glow working and networked
some TileView setup on Tile prefab, removed some debug spam
moved some OnTileHover stuff to BoardView
More summaries and cleanup...
Utility code cleanup + summaries.
Added some punctuation to existing summaries.
Added tile-based LOS testing class
turnbanner stays on longer, state fixes
units can now attack and move in any order in a turn
Fixed handling bug when dynamic occludees are destroyed
fixed holosight reddot alignment
removed can transition to self on harvest anim
DataAsset.AssetName tweaks, editor perf opt
Fixed batch view creation not working
Remade all Resource view prefabs
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Cleaned up and simplified -Entity View prefab creation and processing
Nuked all old resource view prefabs
updating herbs naming conventions
updated bushes with new naming convention
Scene for prefabs management