193,229 Commits over 4,049 Days - 1.99cph!
Started refactoring player, player ID, and host stuff
Fix physgun halo on bouncy ball
Fixed eyelid movement & blinking
moved the actual board unit position data change for unit movement from GameInstance to CmdMove
Moved the tracked RNG out of GameInstance to it's own class
Moved some combat tracking events from GameInstance directly to CombatTracker
Renamed some events to make more sense
Playermodel male neck seam geo/skinning
Added truck painter to single player scene
Applies truck def
Refactored some turn handling stuff out of GameInstance into new TurnHandler class
Increased LeanTween limits
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Updated diplomacy debug panel to work with last commit
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
Made an activity + diplomatic event for gifting
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
Force deactivate progression UI on init
removed ore ddraw
tighter hotspot placement on new ores
skin approval + icons
phrases
enabled mineral analysis on craters
HQM only found in arctic
sulfur only found in arid
metal only found in temperate
increased static quarry stone yield by 4x
Final refl shadowing tweak
reduced max aimcone on LR300 and mp5 by 90%
added learnable recoil patterns to lr300 and mp5
All up and running. Can now test and improve properly.
still more WIP loadout UI
Actually delete saves for new versions
Added a 1 seccond wait to the construct interaction
Fixed missing rb on human male view prefab
UnitViewUtility ensures prefabs have a Rigidbody