200,812 Commits over 4,171 Days - 2.01cph!
Automated Windows Build #535
Automated Linux DS Build #535
unit health bars are now only shown if ALT is held and they have less than max health
FOR FUCK SAKE unit prefab and glow dim on unit, color fix
Added event for health changes, changed health bar display behaviour/rules
Fixed bug where you can have > Defines.MaxUnits units per squad
FOR FUCK SAKE ui fixed continue button at the end of the game
Cops shout when they detect a criminal
Fixed error in client mode, and fixed double impact FX sounds when in C+S mode
Multiple fixes for hit visuals, sounds, and hit indicators.
Mostly fixes merging in, plus some Cop AI improvement.
Squad editor state cleanup, now properly inactive when exiting
Increased time health bars remain active after health change to 10 seconds. Disabled ui object in scene.
Game outcome screen now shows victory or defeat, grouped unit UI bars so they sit below panels
wip unit info panel setup
unit info panel shows/hides and sets basic info
Added unit long hovered event that triggers after mousing a unit for 0.5 seconds. Unit info panel now uses it.
WTP overgrowth dressing backup
Added placeholder attack view script, prefabs use it
Nuked rain distort shader + materials, updated prefab
Content cleanup
Added TextMeshPro
More content cleanup
WTP overgrowth dressing backup
Sewage tanks creeping plants bespoke models
Building view animation WIP
Enabled instancing for a bunch of materials
Shader variants, includes
* Added game.GetGlobalState(name), game.GetGlobalCounter(name), game.SetGlobalState(name, state) and game.SetGlobalCounter(name, value) to access global game states set by env_global (serverside only)
* Added the following enums to Lua: GLOBAL_OFF, GLOBAL_ON, GLOBAL_DEAD
Automated Linux Build #536
Automated Windows Build #536
Ground boost
Messed with gravity
Fixed duplicate building views being created + more animation stuff in BuildingView
split out howies concept scene buildings and adding to height test scene
Automated Linux DS Build #536
Various resource interactions tweaks (exclusivity, positions, distances etc)
reworked some stuff ready for combat playback system
CorpseParameters implements IInteractionProvider
Fixed some interaction actions being the wrong order