254,760 Commits over 3,990 Days - 2.66cph!
Crafting Desires now correctly transfer player created status to Find Desires
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Removed bad editor tag in combat
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
movement blend trees improved
- Merged savegame + upgrade branch to main
Moved condition logs to warnings
Fixed logging spam for some conditions
ConditionSettings.Evaluate logs use type name
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
randomised fish jump timing and setup effects to spawn via events on the animation
[SC] Added stat mod queue and processing, stat mods can now be scheduled.
IsInTerritory now uses grid
Groups now have a territory grid, and buildings have been set to influence that
Left a TODO in IsInTerritoryConditionSettings.cs
Groups created from wrapper data, numerous refactors and fuckery
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
tool build success sfx added
- Upgrade cost is now red if player can't afford
- Upgrade panels are now clickable instead of debug space bar to upgrade
- Upgrading now checks for and takes cash
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
more crafting sfx fiddles
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
grenade attach & drop vm anims, controller updates
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
FOR FUCK SAKE material...maybe....?
first pass fish and fishing
Updated bomb UI
Started refactoring truck definitions
Network++ :P
- Upgrade level now shown in bottom left corner of upgrade panel
- More upgrade work
FOR FUCK SAKE fix alarmbot light effect cast shadow
Tweaked server side projectile handling, added more logging
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Eliminated server lag from player desync time calculation
- Upgrade panels now show upgrade costs
- Upgrade definitions can now specify if the stat value should be shown in the description or not
Delivering a killing blow should now always cause death