199,199 Commits over 4,140 Days - 2.00cph!
Squad.GenerateRandom now also takes a RNG so we can make deterministic generated squads
Slightly faster tree mesh sort
fix what's new /mission sorting issue
Scientist work without Navmesh/movement (turret-like).
[D11] Implemented SendBroadcast in LiteNetLib
Fixed gamma conversion on detail sprites
Removed some shader garbage from the repo
started refactoring and adding support for a cleaner game mode system.
Swamp tree atlases
Modified swamp trees to render as a single drawcall per tree
Progress on getting standalone server to use pgsql, also adding webrcon support (also added commands cause they were completely missing)
Tree trunk item doesn't pool views.
Logging for trying to return null view or view without prefab data.
more eye fixes (probably nothing but unity said it changed when I saved)
tree pine fbx change to match manual changes on prefabs
Webrcon works a little bit now
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
making eyes blinking great again
most stuff now checks settings from the current game mode definition, rather than specific mode checks.
added mode definitions for all 5 modes.
reduced the delay after highlighting the enemy unit that is about to act from 1.5 to 1 second.
removed unused enum from Replay.
removed debug printing on replay load.
A bit more work on Scientist AI.
Hopefully fixed NRE when deconstructing buildings
Made sure all herb resources have the general gather player command
added Replay.Play(CommandQueue) that fills a command queue with all of a replay's commands.
SFX & audio listener on tribe camera rig.
Cleaned up plugins folder
Updated Facepunch.System memory pool to latest version
implemeted replay "faster" button - bumps speed to the next 1x step increment
[D11] [UI] fix for old HUD null reference error
replay controls prefab update.
scene.
merged to release for steam
Should no longer be possible to attack disabled target.
Various hiding from UI of abilities.
[D11] Get rid of _outgoingData not needed anymore.