221,898 Commits over 3,653 Days - 2.53cph!
Merged with networkuser branch
Renamed all variables that I could see.
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Explosions leave tile scorch decals
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Windows: _HAS_EXCEPTIONS=0
Cupboard has same protection properties as a wooden door
fixed some issues with respawning while having child pxcs
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Only sending character state to proxys when it changes. Also simplified character state proto slightly
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Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
fixed crouch animations floating above ground
Fixed weird character hovering on player_motor bug
OSX builds use clang w/ C++11
Fixed issues around being dead and disconnected and respawning and stuff
False -> nullptr in a bunch of places (clang complains)
Using TArray for all Array bindings
Using FString for all string bindings. Updated BindingGen. Fixed invalid path being passed to RelativeToAbsolute.
wip neighbour tile ring functions
TArray Marshaler. Fixed CString Marshaler ParameterToManaged sender
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
working on respawning with child pxcs
Added skybox during test mode
TribeActivity creation tidy up
PlayerProgression AI unlock activity tweak
Added utility functions to trigger, find and reset
Icon loading
UnitSpawner no longer abstract because unity was triggered
Dedicated server bootstrap. Connect to dedicated server
tribe combat activity now has a creator and thus triggers the trigger correctly
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
Activity data retrieved after creation, not in base constructor