248,636 Commits over 3,928 Days - 2.64cph!
Try our luck updating Hud prefab
Forgot player.cs test code
Some kind of networked inventory v0.1 - turns out it's a PITA (let's resolve that another time). Item definitions can define prefabs for when an item is consumed/equipped (not impl yet), can also define a custom Item prefab for even more extensibility., world model etc for future. Basic API for giving an item (host), moving an item from one Inventory to another based on slot id. Mostly everything is component/game object based but Inventories must be Host controlled.
Fixed DoPlace rpc error when deploying something while not looking at any entity
Buildfix: removing usused using declarations
Will trip up PC build
Tests: ran PC build locally
Show damage number when attacking roller
Fix wolf not spotting nearby preys in some cases
Added textures and material setup
Disable leftover debug displays
First pass at wolf unreachable prey behaviour
Mobs can have vision cones
Projectiles created by projectile weapons will ignore players
Added ProjectileWeapon, Projectile
Update libstates
Mob movement
Fix hidden zero-width space in Chat UI, would create an additional unwanted label (!?)
Theme globals
Chat tweaks
Wallpaper item description
Tweaked craft time
Show which states have enter / update / leave actions
Folders cleanup
Codegen, manifest
UI tweaks
Can edit enter / update / leave actions for states
Fix transitions to self breaking everything, I'll implement them later
Actually, keep damage effect, but use a shield icon and grey color
Ask the host to take damage if we're not in charge, basic player respawn, players can take damage
Fleshed out damage system a bit more
Add DamageEffect to Mannequin for now
Fix deserialized graphs being super buggy
Work on damage events, incorporate Louie's damage types in a generic manner
Updated wallpaper skin ids (was colliding with new skins released recently)
Add other primitive items to bow editor loadout
Cleanup, remove debug logging.
Fixed server deployable mismatch check
Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
Add libstates
Started on a simple mob
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block
Fixed deploy mesh mismatch when looking around
buoyancy cycle doesn't use transform autoSync and syncs once at the end
initial jobified ocean height queries
- ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations
- using a flattened native copy of the ocean sim data that needs to replace the managed version
Buildfix: unexpose a variable
Leftover that I missed during cleanup, somehow tripped up the build.
Tests: Build in all modes - pass. Ran unit tests - pass
Option to disable input during rendering (default to disabled)
merge from Pool_Remove_FreeDynamic
Tests: ran new CompanionServerTests 10 times, all green
Bugfix: Close socket properly instead of aborting during test teardown
This is slower, but avoids tripping up the companion server that's polling on data and suddenly gets unexpected remote closure, triggering an exception.
Tests: ran the batch of tests 10 times, no failures
Merge: from main
When testing on main, suddenly discovered that 3rd test batch run would produce an error.
Tests: ran CompanionServerTests multiple times, 2 green batches, 1 red (on teardown) - will fix in next CL