200,327 Commits over 4,140 Days - 2.02cph!
Dicking around with basic hostility check
Minor TakeFromDispenser tweaks
Fixed NRE in ProvidesRequiredItemSettings
Fixed PickUp Interaction not working on items that are attached to the shoulder
Added ItemType.Corpse Definition
Cleaned up Deer Corpse and other Corpses data
Corpse component dispensable editor funtimes
Started Xbox networking
Refactoring truck/player
Natural Caves greybox set progress (models, calibration)
Lazy people won't build things unless you force them.
Tutorial is now more generic (and also completable).
Reworked a bunch of triggers.
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
Social Effect Parameters based approach to adding effects for misc social events. Not tested + requires some editor work before it's ready for prime-time, but code compiles.
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
Added TryApplySocialEffect functions that generalize the application of social effects in Social and Socials, removing the duplication of code and makes the classes easier to read.
Started extending the editor for SocialSettings to include the SocialEffectParameters. Only thing left really is to allow for SocialActParameters to be displayed as an AssetMenu, or something like that, when social effect target type is of type Participants of Act.
muzzle flash smoke hidden when aiming
weapon fov's adjusted to look more natural
aiming down the sight lowers near clip plane (less viewmodel clipping)
Merged from Social Effect Parameters branch.
Pretty big desire refactor.
Added a 2nd type of Building Desire for player commanded building.
All Building related desires should now be cleared up on building completion.
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
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Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
Removed some unused fields from DesiresParameters
Relationships component now listen to combat events and change opinions based on that.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to senses events and change opinions based on that.
PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
Lighthouse layout update and various fixes
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.