19,298 Commits over 1,614 Days - 0.50cph!
Delete player prefs that store last gamemode/session save name when the files have been deleted
PointerClickTweener/PointHoverTweener respect selectable component interactable state
Fixed menu buttons having bad tween states
Fixed IntroUI not being mangaed properly and thus blocking raycasts in the wrong game states
Ditched StartupUI in favor of the new unity splash shizzle
Editor tags in IEntity, ECS member overrides (were hiding base singleton members)
Updated NavMeshComponents
New 5.5.xNavMeshBuild
Fixed blank save name files when saving ingame, in editor, with no previous save being defined
Removed some old startup stuff from GameManager
Fixed pause not using the correct screen
Collaborations persistence WIP
GameModes now use definition assets, provides session instance
Introduced IGroup to allow for better persistence data support via generics
Entity names are properly saved
Snapshot fuckery
Version++
Fixed bad tribe create music trigger
Attempting to fix the camera flicker on game laod
toggled use vertex R on rabbit dens again for better shading
Let's make Proto happy and give PersistedCollaborationRequest a default constructor.
updated prefab for "use R" on terrain (last check trying to do this wasnt effective)
Entity grids are now allocated on the fly
Database can now load DataAssets by ID
Fixed PauseUI not setting modal state
Reset various spawn population resolutions to sensible values
Refactored spawning to support progress tracking
DId a pass on profiler samples to clean up and spot any bad matches
Various game startup/UI improvements/tweaks
Fixed options UI toggles not calling correct member on the OptionsManager
Some graphics options tweaks
Metas and fixed a stupid UI infinite loop
Desires Persistence (may still have some issues)
Load game screen, added some more metadata to session saves, lots of UI fiddling
Attempting to fix player position persistence, missing something...
ManagerExtension persistence data support through generics
Remove PlayerComponent.ID stuff that we dont need anymore
Working on game reset support with new session approach, not quite working yet.
GameManager transition state coroutine cleanup/consolidation
Tribe tracker UI resets
WorldManager init refactoring
Scene unload in Session.Kill
Session no longer singleton
other bollocks
Triggers that listen to player tribe events null check tribe to avoid NREs during game reset, also gated by game state
Fixed bad camera component cache in PlayerCamera (tribe create works on restart)
VisualFX NRE avoidance (entity destruction callbakc ensures we destroy the visual fx instance too)
Set mood float to 0.6 so it looks happy(ish) in char create before they get stats
Fixed people facing away from the camera in tribe create (apparently Animator.Rebind resets root xform rotation?)
Fixed loading progress % not being clamped/reset
Fixed starting area campfire not being lit
Fixed human hair being weird
FixedArray.CopyTo should clear the target array first
Emotes.ChangeClip cleanup
fixed possible divide by zero
Player/PlayerComponent persistence pass
Ingame load sorta working, few bugs left
Relationships persistence WIP