193,676 Commits over 4,079 Days - 1.98cph!
Fixed game speed widget NRE
Senses and all perception distance stuff uses sqr distance (probably missed some bits, seb pls review)
Fixed NRE in ActivityNotificationElement
grass patch vertex colours and lods
Fixed slightly lower initial frame distance on arrows fired with the bow
more post process V2 stuff
adding outline post FX to post process stack / fixed some error
Merge the destroy order fix into Main. Everything seems to be working OK. I did find remaining a nasty bug where things don't get cleaned up properly when the player quits a game, but it turns out that's actually been a bug for a while. I'll fix that next.
more WIP post process stack conversion to V2 (should fix the warning spam)
Nutrition & hunger statuses no longer exposed as effect icons.
Fix cleanup not happening when the client disconnects
Revert more changes that were just for testing
Revert changes that were just for testing
Fix wreckage spawner not calling the right type of destroy
Special fix for the following bug:
[SERVER]
- Character spawns
- Character queues spawn message.Has full HP
- Character gets killed immediately
- Character queues update message for the 0HP change
- Spawn message goes out. Has 0 HP now, so message sends with 0HP
[CLIENT}
- Client gets spawn message, starts initializing
- Initializes health.HP is already zero. Call death event immediately!
- But health script is only half-way through init. Missing references, things break.
With this fix, the pre-init spawn message with 0hp is clamped to 1, and the character still dies right after init when they get the follow-up 0hp update message.
ClientBot ai settings now ignore dangerous tile checks (optim)
AI profiling.
Some quick AI optims.
Need more bots to make bugs show up faster
BaseEntity.OnGameReady returns early if not enabled or initialized
ClientBotConfig empty constructor
GameHost.OnClientCmd now outputs the cmd type that was received for an invalid GI.
Added more client bot config options:
-CmdIntervalMin/Max
-JoinMatchMaking
-RejoinMatchMaking
-If no steam IDs are specified, will assign each bot a steam id based on Environment.TickCount + i
UnitAttachments unfuckery
Fixed unit inspector tabs hiding themselves
Added bool to BaseUIObject which defines whether or not we use the first available top level Tweener component for state animations and callbacks (defaults to true, set to false if you want a tweener on the top level that doesn't drive the element's object active state)
Group progression init cleanup
Unit inspector tabs. open from unit frame WIP
Fixed cargo ship overriding player's network group when loaded from save
More building persistence and container fix
UnitAnimation and UnitAttachments pooling fixes
Added support for rect/drag command flagging via the command UI
Reset entity interactable state properly
reworked school hat and created new materials and icon. fixed missing avatar layer specification on beer_hat and baseball_cap