255,024 Commits over 3,990 Days - 2.66cph!
Use AsyncTerrainNavMeshBake the way it was intended.
disabling loadout in main scene
update Squad editor, over UI camera stuff
Initial pass at getting coverage for Client functions in API
changes lobby initialization and makes lobbylist filter easier
Updates Lobby to work for both Lobby members and Lobby Owners
Uses a more rigurous approach to LobbyData and uses it as a cache for
string-able values to be able to be retrieved by members and set only by
the owner.
Caches created LobbyType to be assigned as a LobbyData to be referenced by other members in the lobby.
Because there is no GetLobbyType, provides a layer in which all users
can get a LobbyType from LobbyData.
Gives LobbyList the ability to be queried for if it is Finished or not.
A lobby refresh will finish when the number of cached lobbies equals the
number of requests.
Adds in test functions for Lobby functionality in Steamworks
Adds in ability to send Lobby messages
Also adds in some callbacks around being invited to a lobby, as well
callbacks for being requested to join a lobby.
Implements ability for a user to set/get individual user metadata for the joined lobby
Updates Readme with basic Lobby Info
Fixes bug where LobbyList wouldn't report finished if it returned 0 lobbies
Cleans up some comments
Simple comment update
Small README update and adjusts doc tags for Lobby functions.
Merge remote-tracking branch 'refs/remotes/Facepunch/master'
Merge pull request #56 from kkukshtel/master
Adds in Lobby functionality to library
moving wall 2nd form
menu planet linear layout
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
Merging diplomacy branch into main
Basic implementation of ladders
Some final testbox tweaks
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Gift component now has a value multiplier to allow for gifts of varying value
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
AI tribe gifting items is somewhat working, still has a few issues
Decouples scary events from crime events, placing scary locations into a restored NPC shared knowledge object. Now cops shooting can be scary too!
PlayerModel female geo update
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
Hostile Introduction now uses TriggerComsAngry01 animation
Reworked friendly/hostile introductions as abilities rather than conversations
Hacky fix for physgun beam not using correct eye angles on client
dont check bullet collision if size is zero
Only create base hud when not running dedicated server
commiting subtracted things subtracting to a branch
InteractionSettingsWrapper attachment point requirements WIP.
Untested removal of blocking from UnitAttachments.
Color constructors for particle distribution vector
Fixed IOOR exception in ScanForPositions.
More work on Navmesh Grid.
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Building AI improvements, still a little janky but the general idea is there.
AI logs now work without opening the debugger.
UnitAttachments has a debug panel.
Removed campfire from nospawns.
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures