199,196 Commits over 4,140 Days - 2.00cph!
sam site turret base files before anim/rigging
Removed messy UnlockDatabase class.
Unlocking something before the other requirements have been met should now unlock it when requirements are met.
Fixed SpawnPopulationSettings NRE
Fixed building widget overflow, scroll
Fixed impostors NRE on unsupported platforms
Fixed more scaling issues
Fixed NRE properly this time
Label colour updates when custom allies update. Teammates now show blue correctly, instead of red
Options scaling & cleanup.
Use UserID on checkpoints instead of direct reference to the user. Prevents issues (which were happening occasionally) with init order and referencing
Making a test setup for the user flags diff bug
[D11] Use a different version of unity for console
Fixed NRE in ReactiveAimsAtTarget.
Added grass spawners to island 1
[D11] Add a new Jenkins build method for D11
fixed confetti decal normal being incorrectly scaled.
tweaked coach cap, propeller cap, army cap and school cap's rotation and height slightly to sit better on avatars
made bottom of school cap look better and correctly backfaced it
fixed broken/missing propeller cap material 3 and relinked
removed legacy hat_coach_headset textures
[D11] Debugging why MINIUDP is getting passed
added delayed_destroy script to confetti fx
[D11] Turn of console builds
Moved JobOverride to base InteractionSettingsWrapper.
This fixes some InteractionPlans having null ToolUsage.
run server debug / build and run server debug batch files
[D11] Some fixups for d11 console build
[D11] Some more debugging of commandline stuff
Merge from unity_2018.2.7
Bill, please make it copy _Diffuse from render material to highlight material too, thanks
ChargeCombatAction fix for charger attack not correctly handling empty terrain in some cases
[D11][WIP][UI] New front end system (use D11_FRONTEND to enable)
Paged UI implementation
Crafting and inventory screens changes.
Placeholder icons for button prompts
Additional UI WIP Files
UI Control is now based off the analog stick instead of the D-pad
Implemented D-pad events and rename facebutton events to be clearer
Vehicle entry RPC testing
NRE fix when repairing buildings.
Status bar colour when repairing should still indicate decay value.
Made desire drain rate 10x slower
[D11][UI] Added missing prefab and fixed issue with editor build settings
Added _Diffuse to HighlighterSettings properties to copy
daily challenge score calculation wip
Various settlement XP data to hopefully make it somewhat possible to advance to level 3.