200,012 Commits over 4,140 Days - 2.01cph!
Fixed 275 compiler warnings
rough wip getting AI to move out of tilefall tiles
Buncha more NPC stuff.
Manifest.
Bundle splits (added a third texture bundle)
Updated bundle split tool
Treat warnings as errors - let's see how this goes
IMesh:BuildFromTriangles can do userdata too
Stockpile material anim reworked to support multiple meshes for various entity types
Basic shield bash implementation
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
Stockpile supports max amount per entity type
Wood & stone stockpile data
Removed old stockpiles from unlocks
InfluenceAndTerritory.handleUnit ignores dead units
Fixed radial menu being isolated in modal state (other UI would fade out)
Fixed vignette UI image blocking raycast
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Fixed missing stranger AI field in GroupMember on Human
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary:
- The old singleton types are fine if you're only going to have one even in listen server mode
- If you're going to have one on client and another of the same type on server, use ServerClientSingleton
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why.
You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Disabled scenario/map choice
Fixed vm torch not hitting centre of screen, tweaks to anims
reworked mod slot UI stuff, now works.
Renamed ProgressionTier to Necessity.
Moved Necessities to a separate component.
Any Necessity which has been completed at some point will now remain unlocked.
Unlock data tidy up.
Fixed problems with helditem spawning
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
Improved load balanced execution of AI.
Added a couple new convars to control the ai execution.
Fixed a few more warnings
Group Entity Filter improvements.
Added adult member count to Group.
Necessities can now create Possessions requirements.
More terrain blend map work, better technique
Anchors fix to power sub stations
Fixed group nessssities component not being enabled on the tribe
More UI bits
Fixed gun issues stemming from itemcontainer deserialization