199,999 Commits over 4,140 Days - 2.01cph!
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
in combat has an addive animation to make animals look scary
Fixed NRE in DebugToolsObject
Data save
Debug selection restrction is stored in EditorPrefs
updated human torso mask so the flipping spears should work when throwing and walking
Fixed UnitPortraitWidget not showing up until you've deselected a Unit once (BEFORE-535)
Action.CreateSocial breaks if CanSendInvitation fails on the target, to avoid two Agents trying to create a social with each other
Action.CreateSocial can secify whether to Destroy the social if the invitation sent to target was declined
Added MaxInactiveLifetime to SocialSettings
Breeding socials will destroy if their first invitation is declined
Fixed Action.CreateSocial destroying socials when the target's invitation was selected!
Lots of Socials related conditions cleanup and improvements. People breed again!
Condition.CandSendCollaborationRequest and Unit.Collaborations.CanSendRequest(target) now return false if the Unit has any pending, accepted or synced requests
Social - Collaborations AI module is re-enabled
more ivy models
building allowed guide models and prefabs
Fixed NRE related to weather/windzone in WorldManager init when playing island1
Fixed tribe start not working on island1
Fixed EntityView.Awake making calls to the WorldManager singleton, which it should not.
EntityView.Awake overrides in ItemView, ResourceView etc
Player logging settings
Re-enabled pre-placed animal dens on island1
Updated inventory
Added reward panel
Fixed mesh colliders
Lerped scale speeds
few tweaks to input stuff
Fixed toggling the menu UI also toggling the game UI incorrectly...
Fixed UIManger modal state management coroutine to only wait for a frame when setting the value to false
Removed "IsModal" from UIScreen, because it was a hack and we don't need it anymore (i think)
Refactoring UIScreen management
Fixed long standing bug in BehaviourPlanSettingsEditor that caused the ActionChain reorderable list drawer to stop displaying after Unity compile
Fixed un-restricted entity selection causing some weird bugs in editor
Radial menu puts UI in modal state while active
Radial menu is now closed by any clicks outside it
Radial menu buttons default to hover state
Human corpses provide raw meat
Corpse decay/dispenable tweaks
Item containers/inventory basics and some bugs
More container/inv work, protobuf. Inv debug.
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Automated Linux Build #430
Automated Windows Build #430
Automated Linux DS Build #430
Automated Windows Build #431
Automated Linux DS Build #431
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Automated Windows Build #432
Decoupling simulation and adding input redundancy to guarantee delivery.
Automated Windows Build #433