200,808 Commits over 4,171 Days - 2.01cph!
Merged from Social Effect Parameters branch.
Pretty big desire refactor.
Added a 2nd type of Building Desire for player commanded building.
All Building related desires should now be cleared up on building completion.
Looks terrible but client inputs->server calc->sending state back to client is working now. Gonna have to calculate the wheel movement on the client though. Way too glitchy when sent at 30fps from server as it is now. Wheels are freaking out.
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Changed the car to work more like the player: Instead of the prefab being everything, it's just the base, and then visuals and colliders are only added as necessary by client/server.
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
Removed some unused fields from DesiresParameters
Relationships component now listen to combat events and change opinions based on that.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to senses events and change opinions based on that.
PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
Lighthouse layout update and various fixes
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
candlehats and minerhats use half as much fuel
Misc EntityView physics cleanup, and data exposure for rigidbody drag
More truck / player refactoring
TutorialSettings.TaskName returns the AssetName, no need for a seperate field
Fixed Relationships NRE (made Socials a default UnitComponent)
Split tutorial up into 5 seperate tutorials
Fixed task complete sound not playing
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replaced howizer muzzle flashes with more realistic smaller less bright versions
Moved usec glyphicons into seperate folder
Icons on DataBrowser tabs
A start at calculating wheels client-side instead of using data from the server. Gonna send some (different) data from the server though to make things better.
Now sending pertinent wheel stuff from the server
Changing hard-coded values into proper ones
New building system checkin.