255,056 Commits over 3,990 Days - 2.66cph!
Fixed buffer readback alignment issue in d3d11 and glcore
updated export script to work with blender 2.79
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore
Removed spawnable component from radtown ores
Made tocenter debug log unity editor only.
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
removed double sided as couldnt make shadows work with clipping point
Only ragdoll player models client side. Only create death camera client side.
Add bullet impulse to physics entities
CharacterRole refactor into a Strategy pattern. See CharacterRole.cs.
Added a Interacted With Building activity
Added a UsedProperty diplomatic event
Added a new diplomacy testbox for easier testing of this stuff
survey charge minigame baseline
Enable steam subsystem to learn how online subsystems work
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to
Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
Load materials on dedicated server but don't apply parameters
dont submit replays in editor
think the stage not fading out bug is fixed
Minor edit, save latest motor state after AdjustPresentState
Tracked down why server/client states didn't get back in sync properly anymore. One line fix as always...
Update bindinggen, cleanup old things in singleton
Implement dispose pattern, increase memory pressure when handles are in use
bugs, fixing stuff i broke, character rotates when throw aiming, poise system
Tidy up of fields from old system of attachments
merge from UnitAttachments refactor to main
Fixed a couple of checks that weren't working correctly
Update bindinggen to fix forward declares
Always forward declare in header, don't do it inline
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
more WIP squad editor UI stuff