202,368 Commits over 4,171 Days - 2.02cph!
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
Removed ancient unused broken gib prefab
Moved view prefabs to Assets/Prefabs, updated tools
Exposed highlight renderers on EntityView
ResourceView adds only LOD0 renderers for highlighting
[D11] Slightly better unique Id
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Fixed resource views without lod renderers not being highlightable
TBE.UpdateMaterialInstance(true) in MapWizard
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
Removed lots of old scripts that deal with player models.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Moved some destroyed checks in GoToSmartObject from SimTick to Tick.
Hopefully fixes stuck people.
Map wizard maps are playable immediately
A bit more robust AI sensation data being sent out when explosives explode.
can no longer use smoke grenades under water
Removed rigidbody from lanterns in bandit town
Scene2prefab
Stockpile removes deposited items on destroy.
More buildings are deconstructable.
Campfire isn't deconstructable for now (because it's the centre of the whole Settlement).
UI shows disabled Deconstruct command with description for buildings that can't be deconstructed.
unity editor directive for TerrainMap.Bake base method.
Validate position checks in new AI.
Moved unwarping to Unsubscribe (causes people to get stuck for some reason)
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Don't null occupier when disabling InteractionPosition
SmartObject interaction positions are pooled
Moved BuildingView.SetPropertyBlockFloat to EntityView, used in ResoureceView.UpdateDispenserRendererProperties (should fix resources showing as full when they're not)
New AI use radio comm voices.
New AI goes dormant properly now.
Force people to unwarp when they start moving
Unwarp always sets updatePosition and updateRotation regardless of whether we warped or not
IStat.ChangeSinceLastSimulation -> LastChangeValue, added support for change direction indicators to ValueElement/StatBar
Cargo ship hull models and prefabs
update mission notification /toast UI
nre fix
smoke effect no longer gone forever outside network range
Effect stat manipulation pass, removed a bunch of weird mood changes
Fixed ai module drawer not working in effect editor
Fixed smoke grenade ordering issue with some glass windows
Fixed weather not changing
Shipping container decals