202,101 Commits over 4,171 Days - 2.02cph!
Fixed shitty activity data mapping stuff
Fixed missing data in Activity
Activity data retrieved after creation, not in base constructor
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
tribe combat activity now has a creator and thus triggers the trigger correctly
UnitSpawner no longer abstract because unity was triggered
PlayerProgression AI unlock activity tweak
TribeActivity creation tidy up
Added skybox during test mode
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
wip neighbour tile ring functions
False -> nullptr in a bunch of places (clang complains)
Fixed issues around being dead and disconnected and respawning and stuff
OSX builds use clang w/ C++11
Fixed weird character hovering on player_motor bug
fixed crouch animations floating above ground
Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
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Only sending character state to proxys when it changes. Also simplified character state proto slightly
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Cupboard has same protection properties as a wooden door
Windows: _HAS_EXCEPTIONS=0
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Explosions leave tile scorch decals
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Renamed all variables that I could see.
Merged with networkuser branch
Updated attack to avoid clipping
merge burner anim branch to main
Anim event script to turret