201,676 Commits over 4,171 Days - 2.01cph!
Eliminated server lag from player desync time calculation
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Tweaked server side projectile handling, added more logging
FOR FUCK SAKE fix alarmbot light effect cast shadow
- Upgrade level now shown in bottom left corner of upgrade panel
- More upgrade work
Updated bomb UI
Started refactoring truck definitions
Network++ :P
first pass fish and fishing
FOR FUCK SAKE material...maybe....?
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
grenade attach & drop vm anims, controller updates
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
more crafting sfx fiddles
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
- Upgrade cost is now red if player can't afford
- Upgrade panels are now clickable instead of debug space bar to upgrade
- Upgrading now checks for and takes cash
tool build success sfx added
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
Groups created from wrapper data, numerous refactors and fuckery
Left a TODO in IsInTerritoryConditionSettings.cs
Groups now have a territory grid, and buildings have been set to influence that
IsInTerritory now uses grid
[SC] Added stat mod queue and processing, stat mods can now be scheduled.
randomised fish jump timing and setup effects to spawn via events on the animation
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
ConditionSettings.Evaluate logs use type name
Fixed logging spam for some conditions
Moved condition logs to warnings
- Merged savegame + upgrade branch to main
movement blend trees improved
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
Removed bad editor tag in combat
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Crafting Desires now correctly transfer player created status to Find Desires