199,117 Commits over 4,140 Days - 2.00cph!
Lot adjustment done at placement time.
Checking a lower tickrate
Fixed load game button tweens targeting wrong objects
Updated lot to work from prefabs
CmdAttack and CmdMove verification now checks the units belong to the player sending the command
Broken electric pole variant
server ends player's turn if they send an invald/cheat/unverifable game cmd, but only if it's their turn (so they can't send an invalid cmd to end opponent's turn)
server verifies clients can only surrender themselves with CmdSurrender
Hapis compound monument prep
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server now sets the cmd player ID on receive from client, based on their connection ID to prevent match player ID spoofing.
added GameInsance.GetPlayerIDFromConnection()
Possible fix for cave spikes pit resetting last wipe
WTP terrain blend texture fix
Added padding polygon strip to sewer tunnels to avoid sky clipping through at lower quality levels
Fixed UV direction being wrong on all watch towers
Updated PCSS shadows to 2018.1
Fixed PCSS shadows for point lights + added blue noise
Leveraged PCSS and blue noise w/ TAA for smooth penumbra shadows
Fixed core/skin bug in normal blending
Touched relevant shaders
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs.
Same as above for Stonecutter.
Added a quarry to testbox.
New electric poles / removed old meshes
updated player anim source files
Settlement radius/extension preview visualisation
Cannot place buildings outside of settlement radius
Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
Stop resetting player gravity when using ladders
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use proper datatype for some linked list iterators
states working properly again
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Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType()
Settlement claim functionality, AI action
Update prefab ID in DoPrepare instead of OnValidate
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Wearables & attachments weight in debug view
Fixed log stockpile selector using the wrong condition
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
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