200,695 Commits over 4,171 Days - 2.00cph!
Fixed dead units not creating corpses
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Social Abilities not player exposed
Hopefully fixed units staying in combat when their target dies
- Started some placeholder upgrades UI
- Added a "Delete Save File" button to the PlayFromScene tools panel
More detailed server side attack and projectile verification logging
bolt & sawnoff shotgun reload changes, animator updates
Wrapped projectile ID and seed generation
Split Dispenser into partial (Dispenser and Dispenser+Items)
Ugh, forgot to add new files.
stone build sfx re-assigned to anim
Delivering a killing blow should now always cause death
- Upgrade panels now show upgrade costs
- Upgrade definitions can now specify if the stat value should be shown in the description or not
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.