194,192 Commits over 4,079 Days - 1.98cph!
rock flat texture set (for cave floors)
Put Corpse on Fire should be an Interaction executable for the player.
Apparently I modified the bleeding effect
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
Just added some comments to Interpolator.cs for my own benefit
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Fixed potential NRE in GridManager.UpdateEntity
UI sprite import settings, menu UI tweaks
Removed BaseEntity.Transform and replaced all usage with BaseEntity.View.transform
Graphics options cleanup, menu UI fiddling
Swapped anti aliasing for the other version from cinematic effects, which has no artifcating and less jitter? ;|
Started on the runtime batching.
ResourceSpawner allows spawning things without view prefabs (grazing areas)
Player camera component order
Fixed Effects created by Dispensers not being correctly added to the Unit interacting with the Dispenser, but instead being added to the Dispenser's parent entity.
Island 4 noodling
Ignoring some local third party
Fied potential NRE in Effect where Entity.Stats was null
ECS tick back into main update loop in EntityManager, not LateUpdate
Temporal AA tweaks
Disabled MotionBlur
Fixed bad import settings on human_anim_skinning
Fixed Senes not book keeping perception data properly
Fixed NRE KnowledgeOverlayWidget
Fixed NRE in DebugTools Relationships display
Fixed SceneSaveHook being stupid
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook
Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
ActionSettings.TickImplementation now abstract
Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker
Senses uses Dictionaries of perception data rather than FixedArray
Broadcast TOD in playerlist
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
More post tweaks, GraphicsOption cleanup
Motion blur disabled in freeze speed
Unity cinematic effects, temporal AA replaces SMAA because fuck it Petur needs a smooth bowstring 5/7 GOTY 2034
Knowledge overlay position dickery
projectile optimizations (improves fps with lots of gunfire)
Broadcasting truck defs when changed, preserves player network when changing scenes, player and truck now two entities
Cleaning up Item.Holder usage, added Item.IsContained and .HoldingContainer
Cleaned up MachineProcess.AddInput, removing a bunch of useless arguments that are now exposed to MachineProcessSettings data
Removed all "held interaction" data from ItemSettings et al, updated data validation to ensure items have the correct baseline interaction in accordance with other data
Fixed a bug causing items deposited to a building that is still under constructed have their interactions shown in the radial menu when interacting with the building
Fixed radial menu not animating properly or closing when clicked when the gamespeed is paused
Added Condition evaluation to the "Hand" menu in UnitCommandsWidget
Added BehaviourPlan.ToString override
Fixed missing MainCamera script on Player/Camera prefab
Reimported fresh ScionPP
More overlay UI tweaks, filtering out worn/held items, increased label pool size
Senses.IsPerceivable now rejects entities that are not flagged as interactable, or do not have a SmartObject component
Fixed shitty handling of attached projectiles in Corpse
Nuked shitty hack for SmartObject interaction availability when parent Item entity gets dropped or picked up, design better data instead
Added UnitView.Body fallback (spine)
Add Knowledge Overlay UI (hold V)
added default wall textures