199,215 Commits over 4,140 Days - 2.00cph!
PlayerGrid now lives in world space, and other world vs local space things related to AI.
More progress on AI heading/orientation when on the Cargo Ship.
Handle the case where a steam ticket isn't valid so the server doesn't get an NRE (even though it's handled correctly)
Added experimental support for Facepunch.ExpressionStrings to StatBasedStatSimulator
Hooked up ConsoleInput to standalone server so it can take input and run console commands.
Added ConsoleCommandContext.
Moved ConsoleInput out of unity into standalone.
More work on solving orientation for AI on the Cargo Ship.
Expression for max health sim
More improvements to AI orientation when on the Cargo Ship.
Added Protocol.GetVersionString(), shows in client UI and server boot.
Server boot now states debug or release mode.
Various menu & widget improvs.
No longer possible to add the same trait multiple times on tribe create.
Hide picked traits on selection screen
More HP for the testing character
TMP styles
Added DataAsset.GetTooltipText, overriding for traits
Desired Target will now only be set if we don't already have a player commanded one.
Various AI changes to make Desired Target stick better when player commanded.
Stat manipulations hold description field in data, return this if not empty instead of raw values
build server batch files now delete the bin or release folders first (to ensure valid resource files).
build and run server batch file now chains the separate build and ran batch files together using call.
Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
adding more WIP trophies/anim comtroller, prefab , icons
fixed customisation broken UI scrollview
tweak customisation default name so it appears always first
some file cleaning
Added debug name to the "Tried to activate constraint ..." warning.
Kill input no longer works on the world entity
!Entity.SetSaveValue can no longer override entity class name
You can no longer remove player_manager entity
Test setup for ragdoll bug
Merge persistent game mode restructuring into Main.
Added player_connect_client gameevent from upstream, same as player_connect but without the "address" field, used for join messages
Corrected projectile directions for NPCs when on the Cargo Ship.
[D11] Start adding some platform publishing assets
[D11] Add share param file path on PS4
It should now be impossible to attack downed targets.
fix for daily challenge toasts
fix for animator playing the human downed into animation multiple times
Tweaks to make animals less likely to sleep or idle when hostiles are nearby.
Removed UnitFeelsThreatenedCondition which wasn't doing anything anymore and replaced isntances of it with CanPerceiveHostileUnits.
merged standalone to main
version++
[D11] Support for building server asset bundle on a Mac for OSX64.
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
break physenv.AddSurfaceData
[D11] More complicated build steps
[D11] [UI] Recycler loot panel
[D11][Jenkins] More Fixes
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
Updated Scientist prefabs with proper stat definitions that got lost earlier in the week.
vertex colour for camp upgrade