198,646 Commits over 4,140 Days - 2.00cph!
Added some IsNetworked checks to stop character moving at double speed in CLIENT+SERVER mode
not sure why this changed, if the wolf was broken this might fix it
Automated Linux DS Build #434
Capped the max number of inputs going to the server into a 1 second window.
Automated Windows Build #434
Replaced byte IDs with ushort IDs. We were always living on the edge a bit with only a 128 (half the size of byte) allowance to determine ID ordering.
Updated SourceSDK content
Just some basic built-in network emulation
Automated Linux DS Build #433
Automated Windows Build #433
Decoupling simulation and adding input redundancy to guarantee delivery.
Automated Windows Build #432
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Automated Linux DS Build #431
Automated Windows Build #431
Automated Linux DS Build #430
Automated Windows Build #430
Automated Linux Build #430
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More container/inv work, protobuf. Inv debug.
Item containers/inventory basics and some bugs
Corpse decay/dispenable tweaks
Human corpses provide raw meat
Radial menu buttons default to hover state
Fixed un-restricted entity selection causing some weird bugs in editor
Radial menu puts UI in modal state while active
Radial menu is now closed by any clicks outside it
Fixed long standing bug in BehaviourPlanSettingsEditor that caused the ActionChain reorderable list drawer to stop displaying after Unity compile
Refactoring UIScreen management
Fixed toggling the menu UI also toggling the game UI incorrectly...
Fixed UIManger modal state management coroutine to only wait for a frame when setting the value to false
Removed "IsModal" from UIScreen, because it was a hack and we don't need it anymore (i think)
few tweaks to input stuff
Updated inventory
Added reward panel
Fixed mesh colliders
Lerped scale speeds
Player logging settings
Re-enabled pre-placed animal dens on island1
Fixed NRE related to weather/windzone in WorldManager init when playing island1
Fixed tribe start not working on island1
Fixed EntityView.Awake making calls to the WorldManager singleton, which it should not.
EntityView.Awake overrides in ItemView, ResourceView etc
more ivy models
building allowed guide models and prefabs
Condition.CandSendCollaborationRequest and Unit.Collaborations.CanSendRequest(target) now return false if the Unit has any pending, accepted or synced requests
Social - Collaborations AI module is re-enabled
Lots of Socials related conditions cleanup and improvements. People breed again!
Fixed Action.CreateSocial destroying socials when the target's invitation was selected!
Action.CreateSocial breaks if CanSendInvitation fails on the target, to avoid two Agents trying to create a social with each other
Action.CreateSocial can secify whether to Destroy the social if the invitation sent to target was declined
Added MaxInactiveLifetime to SocialSettings
Breeding socials will destroy if their first invitation is declined
Fixed UnitPortraitWidget not showing up until you've deselected a Unit once (BEFORE-535)