199,634 Commits over 4,140 Days - 2.01cph!
Major overhaul where I try to clean up some singletons, especially NetSCSingleton and MonoSCSingleton which were trying to be singletons and also handle the fact that listen servers would have two copies - one for the server side, and one for the client. I've now managed to remove those classes entirely. All shared managers etc that are per-level, like CharacterManager and ItemManager, instead of being singletons, are now referenced via the NetworkPeer object in the same way that NetworkUserManager etc are (though note they may not exist right away when NetworkPeer is created). Thus a lot of server/client checking code has been removed and replaced with simple NetworkPeer or NetworkClient/NetworkServer references.
linux srcds no longer loads client vstdlib
Merge my branch into main
server now sends 11 league entries
Powerplant near final puzzle/set dressing
extra overhang pieces based on stairs set
Added the basics for carryable entities
Moved some code around. Handling picking on client better too.
Fixed player command cooldown
Progression designer bits
Carryables get parented to the right bone with an offset on client
Entities know if they're being carried and who's doing the carrying. Starting dropping.
Removed CanMove property from Navigation and just using CanNavigate instead
Fixing some issues with dropped items not being in sync.
Exposed game over conditions to scenario configs
Progression data
quick hacked in attack trajectory display test/setup
some trajectory cleanup, bug fixes
added altar to unlock data
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
More work on NPC sensory system.
Bandit town progress / greyboxed wooden shack modular walls
update menu ui
cleanup button map prefab
menu leaderboard code fix
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
tile marker now marks correct tile in attack state
trajectory points for cast attack view
burner attack view trajectory points
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
Added Cheat.UnlockAll, removed unlock_all cmd
Debug building spawn starts player building placement
Fixed time range with 24hr duration scoring 0
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed weirdness with tabbed window states
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled.
This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
Lots of changes in the aim of making corpses cookable on sticks.
Disabled the Goal for now because it's not quite there yet.
Added ItemAttachments UnitSource to get Units attached to held items.
Made Rat and Rabbit attachable to Stick.
Added IsAttachedToItem condition so we can check units as well as items.
Various TargetFilter tweaks and more.