200,001 Commits over 4,140 Days - 2.01cph!
Merged lighthouse changes from dungeon. Fixed lighthouse spawning topology rules on proc map.
Social role defs DSE data restoration
Entity component init order fiddling (renamed enum, made Effects low priority)
SocialActParameters.RoleRequirement MinMaxInt field attributes
Fixed Socials having min and max role requirements of 0, causing bad things to happen
Fixed SocialSettings role requirement validation setting min/max partipcants to 0
Added missing lighthouse files and incremented network++
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
Updated some "perceivability" stats
Collaborations.CanSendRequest improvements, comments and clarity. ??? ?( ?-??)
Fixed Social.Participant FixedArray capcity error spam, improved allocation of SocialParticipant during invitation
Foliage displacement code cleanup
Minor foliage displacement optimizations
BaseEntity.InitializeComponents manually inits Stats first
Combat hit stuff moved around
Fixed water system perf on riverless maps
Lighthouse, broken up railing on the top floor.
Possible fix for effects on game start
bear is now part action hero
missed the vital file from the last checkin
Fix for near/viewmodel ssao color bleeding
Merge from dungeone, broken up lighthouse railing
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Added attacking AI module to all Units with Combat-Offensive module
Started updating player input.
More item stuff, protobuf
Workaround for ssao/blur shader opengl compilation error
Looking at buffering inputs.
made human ouches work in the controller and stopped attacks from playing on torso while the unit is rolling
Fixed bad AnimatorParameterHolder data in Unit.CombatParameters, shitty drawer
improved the getting hit anims
Stubbed inventory manager
created new hex pieces, new flipped hex 6 plus same variant for bridge and tunnel. created new city with 3 distinct segments
Initial implementation of building placement collision checking
Moved some EntityView stuff into Awake
SpawnDistrubtion raycast/ground height fix to make things spawn properly on top of layers other than Ground.
Refactoring Socials to have a similar API to Collaborations, as well as better recording keeping with Invitations.
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
SocialParticipants no longer have a state, as it was useless and over-complicating lots of the API
SocialParticipants are only created once a SocialInvitation has been Accepted
Debug overlay tweaks, can now show info for all units, not just selected or player tribe