199,208 Commits over 4,140 Days - 2.00cph!
Fixed world view prefab creation not nuking src
Generated human male clothing world prefabs
Fixed EntityViewUtility.SetupCollider not parenting box collider to the prefab
World views assigned for all clothing items which have them
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
EntityViewUtility.MakePrefab ensures that the TEntityView component is enabled
UnitViewUtility ensures prefabs have a Rigidbody
Fixed missing rb on human male view prefab
Added a 1 seccond wait to the construct interaction
Actually delete saves for new versions
still more WIP loadout UI
All up and running. Can now test and improve properly.
reduced max aimcone on LR300 and mp5 by 90%
added learnable recoil patterns to lr300 and mp5
Final refl shadowing tweak
[D11] Merge
28935 + Sleeping bag message
enabled mineral analysis on craters
HQM only found in arctic
sulfur only found in arid
metal only found in temperate
increased static quarry stone yield by 4x
skin approval + icons
phrases
removed ore ddraw
tighter hotspot placement on new ores
Force deactivate progression UI on init
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
Made an activity + diplomatic event for gifting
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Updated diplomacy debug panel to work with last commit
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Increased LeanTween limits
Refactored some turn handling stuff out of GameInstance into new TurnHandler class
Added truck painter to single player scene
Applies truck def