202,214 Commits over 4,171 Days - 2.02cph!
Workshop voting on main menu
Moved action chain pooling to the AI manager, to ensure we alloc on init
Added EntityId type with implicit conversions to IEntity via EntityManager.GetById (for persistence)
Added DataAsset.Id, replaced GetInstanceID usages
Added culling volume to large caves
Removed animators from some static dungeon meshes
Culling volume inspector also checks parent objects when adding connections
spears do less throw damage
spears do more melee damage
easier to hit people with spears
slightly longer spear range
slightly cheaper bone knife
Fixed EntityId implicit conversion NRE
vm satchel charge
vm survey charge
vm c4
worldmodels & holdtypes
thrownweapon.cs update
Removed some stop coroutine calls
Types to files (EntityId, PersistedEntityData)
Added tooltips for rally + home buttons
Ensure player is initialized when loading a session from the menu (doh)
Added RoleDefinition noun and verb fields
Tribe tracker UI shows current/active role text when applicable
Fixed DataAsset ids fields not being marked serializable
Caves and tunnels check for underground collisions with other caves and tunnels when placing
Tweaked culling volume on medium_cave_easy
More work on InteractionPosition and InteractionPositionGroup.
fixed dryfire on the m92 viewmodel
Now using EntityId + more work on persisting smart objects and their minions!
InteractionPositionGroup shouldn't need its InteractionSettings persisted, so let's not do that!
setup the IK positions for the satchel and c4 worldmodel
added code to play the 3rd person throw animation for the c4 / satchel charge
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InteractionPositionSet/Data need to inherit from DataParameters, that we get a Guid we can use to recognize the right instance when we load from persisted data.
Added Entity.Create, called when entities are created and saved for the first time, usage example in Unit.Traits
FOR FUCK SAKE ocean shader
!A camera /shader/ script for shore attenuation mask
Added editor terrain check generator script that adds checks for environment volumes
Added terrain checks to caves (to make sure they're always under the terrain)
Adjusted building blocked volume around water treatment plant
Added BaseId, derived EntityId, AssetId, ParametersId, BaseIdEx for retrieval
Building upgrades data schema WIP
Dispenser persistence (untested)