248,545 Commits over 3,928 Days - 2.64cph!
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen
- Screens can be scrolled through using LB/RB
- Removed the character screen gamestate and replaced it with a generic UI state
- Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
- UI screens now share a common base screen class for hiding/showing etc
- Started docking UI screens to a parent screen so they can be switched between from parent screen
Updating stable branch to latest
Fixed projectile firing exceptions
Fixed wrong shader assigned to testlevel
Merging entity refactor to main
Updating stable branch to latest
Strip comment components out of release builds
Fixed shotgun viewmodel casting shadows
Fixed viewmodel becoming disembodied
Added a bunch of asserts and warnings
Network protocol++
[zombies] hud shows ammo count
- Updated Behave to latest version.
- Added external project GameSaveData using protobuf-net for game persistence state definition.
- Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence.
- Added Persistence Manager and ProtoLoader which sets the base for the persistence system.
- Added core persistence states of Manager
- Added core persistence states of GameManager.
- Added core persistence states of World, WorldZones, WorldWeather and WorldOcean.
- Added core persistence states of Zone, ZoneEcology and ZoneSeasons.
- Added core persistence states of Group.
- Integrated persistence management with the Main Menu.
- Disable Load button when save state is not existing.
- Fallback to loading back up the Main Menu when loading fails, gracefully.
- Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
- Default fly height for floor sections is now 5
- Added another test structure mesh
Small fix for projectile weapons not doing proper damage
stone spear uses wooden spear as a base
pickaxes work better against stone structures
axes work better against wood structures
animal fat icon updated
Eating a tin can gives you an empty can
smelting an empty can gives you metal fragments
balance changes for building protection
- Yet more graphics menu/options work, they're now saved to disk. Added controller support. Added highlight + arrows.
- Instead of wiping entire save game every play (for dev playing), nothing except options are saved to disk now.
Don't show condition on blueprints
Fixed c4 collision layer
[editor] Disable collisions between server and client versions of the entity
Fixed missing collider on blue longsleeve tshirt
Fixed selected item info not updating
Fixed TestLevel splats getting cleared when running the scene
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present)
- BaseMovement now caches a Floor component if present and uses it's value
Fixed computer exploding when dragging stuff into a loot panel
Updated prefabs for multi-topologies
Added back input boxes for splat names to terrain atlas set inspector.
Changed atlas sets to 9 splats again
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Updated road costmap generation to correctly deal with multi-topologies
Split albedo+smoothness and normal+height into their components; only at Nature/Terrain/Textures for now
Nuked normal+height and normal+height_generated textures and TerrainNormalMap processor tool
Modified atlas generator to support the extra textures; still backwards compatible
Fixed menu scene and related legacy4 (deprecated) shader to look half decent
Made rocks set their topology additively
SpawnFilter can now filter for both allowed and required topology types
- Updated collision matrix so Floor is ignored by everything
- BaseMovement can now be flagged to check for a floor to fly above
- Player is now flagged to check for floors by default, all other entities default to false
- Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision
- Added a couple of temporary meshes used for testing multilevel stuff
Final stages of Audio refactor.
Fixed gathered resource being awarded to the weapon instead of the player