17,530 Commits over 1,614 Days - 0.45cph!
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
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
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
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
Entities get saved in their data.Create methods
Socials and UnitCollections persistence support
Fixed bad Vector3 properties in SaveLoad type model
Fixed UnitSettings.Create from PersistedEntityData being shite
PersistedUnitData stores group id
Groups are now saved properly, loaded first and then propogated through the rest of the entity loading cycle, though something is still fucked
PersistedEntityData.Id in constructor
Player uses normal entity create path for tribe creation
added blend with R to terrain blend shader to give dens shading while keeping blending with terrain
Big EntityComponent refactoring, a bunch of other shit
SaveLoad.TypeModel Quaternion fix
PersistedSessionData saves player transform data
More Save/Load plumbing
Effects save/load test
More EC refactoring
EC load in constructor when data is available
Fixed bad component loading by type name instead of data type
Beard/hair mesh persistence
Fixed hair color persistence
Added IUnit, generics pattern for data persistence types
Fixed wearables constructor
Removed unused birthTime field in Unit.Aging
SmartObject persistent boilerplate
Moved Aging stuff from UnitManager into the appropriate component.
Added Aging component persistence.
removed scaling data from aging persistence
put back a SetAge that is probably needed.
Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
Some more generic cleanup of Sessions.