194,338 Commits over 4,079 Days - 1.99cph!
remade big stick view model from 5 varients of sticks that made up wood building 01
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
Automated Windows Build #14
Automated Linux Build #14
Convex hulls models for prevent building volumes
Setup & prefab update
Splitting Collaborations related AI behaviours into distinct modules
Fixed AIDebugger calling TimeManager before it exists
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Coarse slope blur all channels for now
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE
Fixed CollaborationRecipientIsWaitingForSync incorrect state
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Fixed bad toggle in collabs debug
Added CollaborationSettings data type, refactored related Actions and UnitComponent API
Added some Collaborations data to the debug tools panel
Fixed game only starting with 4 people when loading from main/standalone path
Fixed bad getter in ManagerSingleton.Instance causing some Mangers to be created twice when ru?nning the game from a Zone scene in editor
Added NavMeshObstacles to the two fire building view prefabs
First draft of Breed Collaboration
Cleaned up how we manage expired Collaboration Requests and Social Invitations
fixed some issues with the attacks while running not facing fowards and the torso twisting resetting while pausing.
removed
if (TimeManager.GameSpeed == GameSpeeds.Frozen)
return;
from lateupdate as the code after was still requried to run while paused in order to offset the bone rotation
Menu UI "New Game" button hook up
Hitting the L key should no longer restart the game (was only implemented for quick testing).
Removed unnecessary use of static fields in managers (now expose static properties that access the fields via the singleton instance).
EntityComponentSystems inherited from a Singleton class not managed by Unity, thus it's internal instances wouldn't null on scene unload, added a Shutdown routine to fix this.
RestartGame functionality now works.
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
not sure why this changed, if the wolf was broken this might fix it
Automated Linux DS Build #434
Capped the max number of inputs going to the server into a 1 second window.
Automated Windows Build #434
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.