200,039 Commits over 4,140 Days - 2.01cph!
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
Moved visuals to clients only, with a gizmo on server to see them if desired.
Fixed RequestCollaboration sending the wrong ability plans to each unit
Lots of collaboration data design tweaks
Fixed DSE debug NRE related to evaluating Social roles
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