202,101 Commits over 4,171 Days - 2.02cph!
Updated water bottle vm anims & controller
People now wait for corpses to cook and remove them from the fire
Combat log includes timestamp
More work on persistance and Loading, still not working, but progress!
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
Rolled back to octahedron normal encoding; spheremap just not good enough for ws
Fixed base and subsurface normals
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too
Moving transmission over to more generalized translucency
Cleaning up gbuffer packing code
Fixed skin curvature
Beep - fixed pathing / culling
Fixed pathing
Put culling back on hexes, removed collision
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
Doors now know about the rooms they're connected to
BaseEntity now saves view transform data and prefab data package via id
F5 to save session
Know thy inheritance when serializing.
Merged.
Fixed singleton sillyness
EntityManager.PersistedData.ExtensionData no longer has virtual
Hunters now bring corpses back to the camp
Groups no longer store their data wrappers, fixed some save/load oddities, disabled loading for now
- Held items can now be marked as AllowUseWhileDriving. Default is false.
- Vehicle automatically puts away invalid items being held when entering, and tries to select a valid one from the player's belt instead.
- Currently unselectable items in the player's belt are tinted red and partially transparent.
Can now kind of purchase a unit.
More persistence work in World/Zones and player
Remove parameter-less BaseEntitySettings.Create overload because we don't need it
Skinning corpse added to AI (may need more work)
Fixed games not starting correctly from testbox et al
Disabled loading of saves
fixed a bug with the 3rd person jumping animation
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.
FOR FUCK SAKE cannon smoke(will need orientation)/cannon trail FX, mat, texture
!A wip cannobn prefab/controller/anim
Switched to Protobuf-net.
cant quite remeber what changed in these shaders, think it may have been ASE update
male bear looking a bit more scary (could be a totally new bear type)
need to manually add uniform float Node57Port0FLOAT;
swapped materials to use new shader
Spawn logic now find the nearest island with the lowest number of nearby players, so spawns start near the town and work outwards based on player count around islands.