199,192 Commits over 4,140 Days - 2.00cph!
Detail overlay UI no longer blocks raycasts
basic implementation of clicking inventory mod slots to equip them (need to do UI refreshing still).
CareerUnitMods will no longer alow adding of more mods than the unit has mod slots.
Patched postprocess stack v2 to work with -warnaserr
Disabled postprocess stack v2 player define setter...
Added "storage" protocol version
Disabled client file cache (test)
Restore UI widgets to their default state when session ends
Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault
Various other UI
Fixed NRE in GameSpeedControlsWidget
Fixed pps2 copystd shader guid
Added essential pps2 taa shaders to graphics always include list
Oak prefab tweaks / textures polish / rebaked billboards
Large trees spawn population
Removed old dead maple tree
Reapplied 23838: configurable PostProcessLayer intermediate format + fixed player preview alpha
Mostly just cleaned up the asset creation menu
Fixed loading UI not reseting values
Detail overlay UI only shows for buildings that have either active constructions or machine processes
Added tribeCreate mode to DynamicDOF
Fucked off DOF for now, just disable during tribe create
Uncommited magic stuff apparently.
Alert system on the HUD
Fixed an out of range in MenuScene
Errors don't play the levelup sound
Improved the timing on the error sound
Don't start with dummy errors.
Alternative cast bar around the crosshairs (disabled for now)
Fixed the chat error spam
Styled the target healthbar properly.
Target healthbar does not reveal total target hp number.
Game modes now have custom handler for spawn/respawn
Merge in Bill Ford's changes from Main
Better(?) way to access current active game mode on server or client
CombatLog now fades out 10 seconds after receiving a message
CombatLog will become visible if chat field has input
GameModes can now create a custom NetworkEntity and destroy it on game end, allowing for fully custom per-game-mode code, or sharing data from server to clients
GameMode custom prefabs no longer HAVE to be networked. Use them just to store data on the server if you like
Semi-porting the ZGameMode to the new system