224,192 Commits over 3,684 Days - 2.54cph!
Fixed playtest InfoMessage bug reported by Ryleigh.
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Tweak large gate sounds to match new anim speed
Merge my character refactor changes
Merging character refactor changes
Merge minor Character cleanup to trunk
Fixed a party invite ability not being marked as ai only
Fix for error if player gets a welfare notification right as they die.
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Lot's of great things
- Fixed some interaction bugs that allowed the player to interact with
other things while pushing an object.
- Some new models/mats for the back office.
- Optimised the GPU rain somewhat. Less complex shader. Looks better.
- Added some building detail to the main road section.
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
just making a struct for some sort of module rating system
set owner before interacting with interactable object
had to hit open on a gate twich before
fixed scrap coming from food boxes (wtf)
specatators can use map (mod support)
setup research costs for all items
setup workbench reqs for all items
added 'basic' wood crate
Some last music setup tweaks per Alex R's suggestions (should work properly now).
made the vehicle tire smoke taper off when the car goes airborne
Disabled AudioManager on server, locked server FPS to 120
if we switch to a belt item we can't throw while throw aiming stop throw aiming
added stats, player.stats, player.list, game.lists server commands
redid and moved belt item switching to character base
Added a bit of music
Occluded some sounds
DispenserItemFoodValue now only writes interactions specified in a list of valid ones.
Berry Bush has Consume From Dispenser (Human) interaction.
Food value consideration now actually uses the food value (this means people won't eat shrooms anymore).
added Discord button to menu screen
move inventory work, will now unsheath weapon if there are no more belt items to switch to after using belt item
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
new player records correctly get added to elo list
league table UI now hides until update received when first showing, hides unused entries
Fixed sky reflection rgbm decode intensity mapping
Overall position now shown on league table, fixed Elo calculation lower clamping
Added WeightedRoleDefinition, list in PersonalityType def
Various Goal/GoalPlan conditional asset list editor improvements
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
league table preview UI now instantiates entry panels, populates with name data
Gradually closing in on the cause of the divergence
Added OnLeaderBoardEntries event that fires when receiving updates from server.
UILeagueTablePreview listens for it.