244,576 Commits over 3,898 Days - 2.61cph!
Refactoring Entity/EntityComponent handling a bit.
Building and Machine now automatically create add a Container EC if one is not present
Remove IEntityContainer
Building and Machine both subscibe to a single Container EC for their own entity/item handling logic (depositing, adding machine input etc)
Added ModifyAttributeParameters to "inline" creation of ModifyAttribute Actions in the editor
Added MachineCanProcessItem consideration
NeedManager and EffectManager instantiate assets on awake
Editor things
Removing old step modifer code from Attribute
* Updated Bootil to latest version ( Attempted fix for autorefresh folder locking )
* GitSync
* Added GetAmmoName( int id )
* Added GetAmmoID( string name )
* Added GetAmmoMax( int id ) - Returns real maximum value for given ammo type
* Added CTakeDamageInfo:GetDamageBonus()
* Added CTakeDamageInfo:SetDamageBonus( float bonus )
* Added CTakeDamageInfo:SetReportedPosition( Vector pos )
* Added CTakeDamageInfo:GetDamageCustom()
* Added CTakeDamageInfo:SetDamageCustom( float custom )
* Added CRecipientFilter:RemovePAS()
* Added CRecipientFilter:GetPlayers()
Added a way way bigger template for road map.
Bridge Lods, texture tweaks and AssetGallery update.
Added Toggle UI button (F10)
Added Toggle Free Camera button and hacky free camera implementation (F11)
Some workarounds with IEntityContainer to get deposits working for Machine again...
Tweaking MachineProcessEffect
AttributeModifier tinkering
Defer player position updates by one frame instead of every tick received
Replacing IsInvoking usage because it's slow
Missed adds
Also in last commit : added AttributeModifier and calculation using them to Attribute
Lots of tweaks around effects mostly
Added MeasurementType to MeasurementParamters
Lots of editor cleanup, tweaks and improvements
bridge mesh tweaks and AssetGallery update.
Added basic ammo. Fixed death problems. Fixed held item problems.
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created second wild west camera for orbitting rocks and set them to cloud layer. Added balls building and balls_anim to courtcontroller setting that hides them down court.
Deleting conditions
Fixing resharper
added Dylan's new sparks particles (new new particles). changed material on prefab rocks. Changed lighting. Added breaking rocks animations and drill spaceship flyby anims. Tweaked texture and material colours.
compound walls art work, incl. lods, gibs, collisions
DepositItem action will now use the DepositItemIntention data when running, if it's available. Otherwise it falls back to old ways...
Updated all Action constructors to accept Interaction.
Renamed IIntention interface to Intention.
Added DepositItemIntention.
Set up so that PlayerController can inject specific Intentions for SO subscriptions.
Renamed water reflections to water quality in F2 menu
Made clientside HoldType handling less hacky, hopefully more robust
First step towards the introduction of Intention.
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers
Added AddInputToMachine Interaciton and DSE
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
Minor foundation step terrain socket fix
Fixed that the SpawnHandler respawn coroutines could stop spawning when an exception was thrown
Removed rigidbodies from socket_handle and construct_vision (test)
TerrainCollisionTrigger ignores other triggers
Renamed and moved main game scene
Fixed not being able to craft some inventory items