201,778 Commits over 4,171 Days - 2.02cph!
Added sendnetworkupdate admin console command (useful for testing)
clicking play match with an invalid/incomplete squad for your next career match no longer starts the match and crashes, instead switches to squad editor tab for you to finish your squad.
added help prompt text when trying to start career match with invalid squad
LOD meshes & setup for the rope bridges.
Content bundled dungeon meshes.
Fixed NRE in PlayerModel.DoAimingSounds
missing interaction positions
LODs for more things that didn't have them.
Scene stuff
Added metabolismtick convar (time inbetween metabolism updates)
Eliminated GC from QuickCraft.Rebuild
Ensure players always spawn on beach (Savas island)
Shaved most GC allocs in hair setup and morph cache
Removed InteractionDesire.
Added Agent.NextInteraction.
Improvements to scientist behaviour.
ViewFill now places box nav mesh obstacles for each block of views
Fixed multi clicks required to start fill placement
Fixed some bad rotation logic
Fixed a bug that was as follows:
Server events:
1. ZGameMode client player character created. It has no children yet.
2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet).
3. Character is set as the NetworkSubscriber subscriber.
4. Full snapshot is sent as a result. Character with no children is serialized.
5. Fists selected and assigned as child of character.
6. The queued spawn from #2 is sent. Character has one child (fists).
Client receives the first spawn with no children, and ignores the second one because the entity already exists.
Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
Reduced lodcomp OnVisibilityChanged overhead
Top hiz downscale (testing)
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler)
Gets rounded to an int and added to whatever construction requirements already exist for the building
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
Added torch equip/ignite tip
Added comfort explaination tip
added consume food/water tip
Added campfire heal tip
translate mouse0 etc to "left mouse" in game tips
tweaked color kit/added new one
sorted kit ID by hue for visualisation , reassigned corresponding kit ID to player/ai team
change unit kit color script to spawn half in away color, sorted by ID
setup away kit with complementary colors
tweak ui portrait material for glow
GitSync: numpad library bugfix, TTT updated to latest version, UTF8 library fix
redisabling the UI in the main scene
results table header changed to show round number/max