194,031 Commits over 4,079 Days - 1.98cph!
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
tool build success sfx added
- Upgrade cost is now red if player can't afford
- Upgrade panels are now clickable instead of debug space bar to upgrade
- Upgrading now checks for and takes cash
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
more crafting sfx fiddles
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
grenade attach & drop vm anims, controller updates
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
FOR FUCK SAKE material...maybe....?
first pass fish and fishing
Updated bomb UI
Started refactoring truck definitions
Network++ :P
- Upgrade level now shown in bottom left corner of upgrade panel
- More upgrade work
FOR FUCK SAKE fix alarmbot light effect cast shadow
Tweaked server side projectile handling, added more logging
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Eliminated server lag from player desync time calculation
- Upgrade panels now show upgrade costs
- Upgrade definitions can now specify if the stat value should be shown in the description or not
Delivering a killing blow should now always cause death
stone build sfx re-assigned to anim
Ugh, forgot to add new files.
Split Dispenser into partial (Dispenser and Dispenser+Items)
Wrapped projectile ID and seed generation
bolt & sawnoff shotgun reload changes, animator updates
More detailed server side attack and projectile verification logging
- Started some placeholder upgrades UI
- Added a "Delete Save File" button to the PlayFromScene tools panel
Hopefully fixed units staying in combat when their target dies
Social Abilities not player exposed
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Fixed dead units not creating corpses
Units don't sense themselves.
Senses debug overlay shit
Upped the senses range multiplier
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Connection state enforcement
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)
fixed the positioning of the scope / flashlight addons for the double barrel shotgun
Avoid using GameObject.SetActive in potrait manager
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!