199,178 Commits over 4,140 Days - 2.00cph!
Toggle UI locked icon size up
Fix for people getting stuck when trying to attack targets they can't perceive
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
Senses data fov/los bools, debug tweak
Fixed animals not getting stance effects
Fixed missing billboard on oak_e
Minor ai balance tweak for Military Tunnel.
Stats debug manips foldouts
Support player list and console scrollback in webrcon. Also fix time not counting from application startup, and allow console command aliases
Created a base class for all types of game mode
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
More control mode rework, refactoring.
Added turn ended GIVIewer event.
Allow kick without reason for webrcon, make sure disconnect happens after the kick message is sent
merge 'fixed some scenes not playing in 64 bit builds'
Fix client crashing when they no longer have a valid connection. Add an implicit message when a kick reason isn't given
Force end the game from the GI thread when a player disconnects
ToolUseParamters, replaces list of ToolType defs
Made some more GC free enum flags ext methods, replaced usages (Hostility, UnitAges, UnitGenders, UnitAttachmentPoints)
more clothing not working
ehandle lives in userdata
Fixed IsCarryingRequiredTool out of range error
IsCarryingRequiredTool returns true if it's an interaction that doesn't require any tool types or if AllowNoTool is enabled
Item quality gives a bonus to Tool effectiveness (action time)
Item quality gives a bonus to weapon damage
Item quality gives a bonus to durability/decay rate
Nuked InteractionPlanData class, moved properties to InteractionPlan
Disabled graphics jobs on staging for side by side comparison with release
TEMP game version that only requires two players
Fix Unity hating .blend files
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
Everything but trait selection screen.
Default upgrades now get added to the total progress when constructing a new building.
Mode is four player with teammates again
UI changes for capture mode rework.
Refactored some mode display stuff.
Fixed impostor sometimes sticking around after tree is killed
Trait selection screen.
Buncha new icons & changes.
Add allies to winner list for checkpoint trigger end trigger