201,435 Commits over 4,171 Days - 2.01cph!
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary:
- The old singleton types are fine if you're only going to have one even in listen server mode
- If you're going to have one on client and another of the same type on server, use ServerClientSingleton
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why.
You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Disabled scenario/map choice
Fixed vm torch not hitting centre of screen, tweaks to anims
reworked mod slot UI stuff, now works.
Renamed ProgressionTier to Necessity.
Moved Necessities to a separate component.
Any Necessity which has been completed at some point will now remain unlocked.
Unlock data tidy up.
Fixed problems with helditem spawning
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
Improved load balanced execution of AI.
Added a couple new convars to control the ai execution.
Fixed a few more warnings
Group Entity Filter improvements.
Added adult member count to Group.
Necessities can now create Possessions requirements.
More terrain blend map work, better technique
Anchors fix to power sub stations
Fixed group nessssities component not being enabled on the tribe
More UI bits
Fixed gun issues stemming from itemcontainer deserialization
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
Unpacked all materials (for now)
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
various progression related data
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method
Fixed bad game time passed test in AnimalRaid.ShouldRun
Rolling back 2017.3 changes
removed random human view that was floating around in the main scene
fixed GroupEntityFilter NRE
Merge from unity_2017.1.3
fixed fulfilling necessities in the wrong order causing them to not unlock properly
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)