195,015 Commits over 4,079 Days - 1.99cph!
Industrial markings spec and normal
Fixed issues with some pool.mode set to 2
FOR FUCK SAKE anim with useless key to remove error
FOR FUCK SAKE ocean foam tweak
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Finished harbor crane, added LODs and colliders
Stripped out unused
Added Durango support
Player uses normal entity create path for tribe creation
Groups are now saved properly, loaded first and then propogated through the rest of the entity loading cycle, though something is still fucked
PersistedEntityData.Id in constructor
Ocean tick is now synch'd on client connection
PersistedUnitData stores group id
Fixed UnitSettings.Create from PersistedEntityData being shite
Entities get saved in their data.Create methods
Socials and UnitCollections persistence support
Fixed bad Vector3 properties in SaveLoad type model
Spawn logic now find the nearest island with the lowest number of nearby players, so spawns start near the town and work outwards based on player count around islands.
swapped materials to use new shader
need to manually add uniform float Node57Port0FLOAT;
male bear looking a bit more scary (could be a totally new bear type)
cant quite remeber what changed in these shaders, think it may have been ASE update
Switched to Protobuf-net.
FOR FUCK SAKE cannon smoke(will need orientation)/cannon trail FX, mat, texture
!A wip cannobn prefab/controller/anim
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.
fixed a bug with the 3rd person jumping animation
Fixed games not starting correctly from testbox et al
Disabled loading of saves
Skinning corpse added to AI (may need more work)
Remove parameter-less BaseEntitySettings.Create overload because we don't need it
More persistence work in World/Zones and player
Can now kind of purchase a unit.