193,772 Commits over 4,079 Days - 1.98cph!
Merged with networkuser branch
Renamed all variables that I could see.
Removed antihack.enabled (toggle the protections individually instead)
Add last violation type to player kick message and server log when enforcing
Retired some legacy functionality
Explosions leave tile scorch decals
- UDM filtering profile hooks
- Weather FX and sound fixes/improvements
- Added Storm weather, lightning FX via new RandomFXSpawner (WIP)
- Audio manager pooling stores default reference source for each type and sets common values to default when returned to pool
- Added Navigation debug logs
Windows: _HAS_EXCEPTIONS=0
Cupboard has same protection properties as a wooden door
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Only sending character state to proxys when it changes. Also simplified character state proto slightly
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Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
fixed crouch animations floating above ground
Fixed weird character hovering on player_motor bug
OSX builds use clang w/ C++11
Fixed issues around being dead and disconnected and respawning and stuff
False -> nullptr in a bunch of places (clang complains)
wip neighbour tile ring functions
Added and now call SetScorched() on the TileView.cs of tiles that units explode on, ready to set scorched stuff
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
- Fixed bad rotations from SetDestination face target call
- Fixed wood log attachment offsets
- Improved fire FX
Added skybox during test mode
TribeActivity creation tidy up
PlayerProgression AI unlock activity tweak
UnitSpawner no longer abstract because unity was triggered
tribe combat activity now has a creator and thus triggers the trigger correctly
Fixed some missing scripts in overgrowth_dressing scene
Scene2Prefab
Activity data retrieved after creation, not in base constructor
Fixed missing data in Activity
Fixed shitty activity data mapping stuff
Various Activity related refucktoring
Fixed Combat.OnFlagRemoved not actually checking the fucking flag like a prick
Rocket factory / broken windows / interior polish / backup
Added streakCounter to PlayerRecord protobuf
Server now tracks player streak stat
Player instigated behaviour only overrides autonomous behaviour
Combat State added to debug
- Fixed GoalPlanVariant.IsPlayerInstigated not being properly set
- Agent.TrySetCurrentGoalPlanVariant considers player instigation equal to player commanded (break active behaviour if the incoming GPV is either, skip score comparison)