255,048 Commits over 3,990 Days - 2.66cph!
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Updated diplomacy debug panel to work with last commit
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
Pool.cs ItemsInUse fix
Bug causes ItemsInUse to report falsely high numbers if too many items are retrieved from the Pool and then freed, hitting hit the upper limit size check. Decrementing ItemsInUse in the upper limit check fixes it to report correctly.
Made an activity + diplomatic event for gifting
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
tweaked octopus
tweaked wheel
tweaked robot
tweaked mine
tweaked laser
work on moving wall bullets
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
Use a new Sandbox.World instance for every UWorld instance
Merge pull request #103 from Facepunch/world
Use a new Sandbox.World instance for every UWorld instance
Use a new Sandbox.World instance for every UWorld instance
Force deactivate progression UI on init
removed ore ddraw
tighter hotspot placement on new ores
skin approval + icons
phrases
Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate
enabled mineral analysis on craters
HQM only found in arctic
sulfur only found in arid
metal only found in temperate
increased static quarry stone yield by 4x
Final refl shadowing tweak
reduced max aimcone on LR300 and mp5 by 90%
added learnable recoil patterns to lr300 and mp5
All up and running. Can now test and improve properly.
still more WIP loadout UI
some ai tweaks, loot spawns a little more controlled, new module
Actually delete saves for new versions
Added a 1 seccond wait to the construct interaction
Fixed missing rb on human male view prefab
UnitViewUtility ensures prefabs have a Rigidbody
EntityViewUtility.MakePrefab ensures that the TEntityView component is enabled
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Fixed EntityViewUtility.SetupCollider not parenting box collider to the prefab
World views assigned for all clothing items which have them