254,760 Commits over 3,990 Days - 2.66cph!
Adding new standard image effects
Added some anims.
Set up player anims.
Added some of the new player system.
Hitbox system.
- Moved common items out of old UI screens and into the new root UI screen
- Aligned screens when scrolling through the root tabs
Fixed NRE when building player corpse clothes
Fixed not being able to use later slots 7+ in large storage box
[zombies] hud refreshes when a selected soldier is killed
[zombies] highlight gun selected soldier is planning to pick up
[zombies] can order soldiers to pick up guns
fixed the 3rd person muzzle flash position for a bunch of weapons
[zombies] label when hovering over gun
alternate skin for the horse
[zombies] guns on ground are highlighted when hovered over
player corpses now show their clothing
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen
- Screens can be scrolled through using LB/RB
- Removed the character screen gamestate and replaced it with a generic UI state
- Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
- UI screens now share a common base screen class for hiding/showing etc
- Started docking UI screens to a parent screen so they can be switched between from parent screen
Updating stable branch to latest
Fixed projectile firing exceptions
Fixed wrong shader assigned to testlevel
Merging entity refactor to main
Updating stable branch to latest
Strip comment components out of release builds
Fixed shotgun viewmodel casting shadows
Fixed viewmodel becoming disembodied
Added a bunch of asserts and warnings
Network protocol++
[zombies] hud shows ammo count
- Updated Behave to latest version.
- Added external project GameSaveData using protobuf-net for game persistence state definition.
- Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence.
- Added Persistence Manager and ProtoLoader which sets the base for the persistence system.
- Added core persistence states of Manager
- Added core persistence states of GameManager.
- Added core persistence states of World, WorldZones, WorldWeather and WorldOcean.
- Added core persistence states of Zone, ZoneEcology and ZoneSeasons.
- Added core persistence states of Group.
- Integrated persistence management with the Main Menu.
- Disable Load button when save state is not existing.
- Fallback to loading back up the Main Menu when loading fails, gracefully.
- Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
- Default fly height for floor sections is now 5
- Added another test structure mesh
Small fix for projectile weapons not doing proper damage
stone spear uses wooden spear as a base
pickaxes work better against stone structures
axes work better against wood structures
animal fat icon updated
Eating a tin can gives you an empty can
smelting an empty can gives you metal fragments
balance changes for building protection
- Yet more graphics menu/options work, they're now saved to disk. Added controller support. Added highlight + arrows.
- Instead of wiping entire save game every play (for dev playing), nothing except options are saved to disk now.
Don't show condition on blueprints
Fixed c4 collision layer
[editor] Disable collisions between server and client versions of the entity
Fixed missing collider on blue longsleeve tshirt
Fixed selected item info not updating
Fixed TestLevel splats getting cleared when running the scene
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present)
- BaseMovement now caches a Floor component if present and uses it's value
Fixed computer exploding when dragging stuff into a loot panel
Updated prefabs for multi-topologies