194,758 Commits over 4,079 Days - 1.99cph!
Fixed NRE related to weather/windzone in WorldManager init when playing island1
Fixed tribe start not working on island1
Fixed EntityView.Awake making calls to the WorldManager singleton, which it should not.
EntityView.Awake overrides in ItemView, ResourceView etc
more ivy models
building allowed guide models and prefabs
Condition.CandSendCollaborationRequest and Unit.Collaborations.CanSendRequest(target) now return false if the Unit has any pending, accepted or synced requests
Social - Collaborations AI module is re-enabled
Lots of Socials related conditions cleanup and improvements. People breed again!
Fixed Action.CreateSocial destroying socials when the target's invitation was selected!
Action.CreateSocial breaks if CanSendInvitation fails on the target, to avoid two Agents trying to create a social with each other
Action.CreateSocial can secify whether to Destroy the social if the invitation sent to target was declined
Added MaxInactiveLifetime to SocialSettings
Breeding socials will destroy if their first invitation is declined
Fixed UnitPortraitWidget not showing up until you've deselected a Unit once (BEFORE-535)
updated human torso mask so the flipping spears should work when throwing and walking
Debug selection restrction is stored in EditorPrefs
Fixed NRE in DebugToolsObject
Data save
in combat has an addive animation to make animals look scary
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
Fixed RequestCollaboration sending the wrong ability plans to each unit
Lots of collaboration data design tweaks
Fixed DSE debug NRE related to evaluating Social roles
Moved visuals to clients only, with a gizmo on server to see them if desired.
Debug overlay tweaks, can now show info for all units, not just selected or player tribe
SocialParticipants no longer have a state, as it was useless and over-complicating lots of the API
SocialParticipants are only created once a SocialInvitation has been Accepted
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
SpawnDistrubtion raycast/ground height fix to make things spawn properly on top of layers other than Ground.
Refactoring Socials to have a similar API to Collaborations, as well as better recording keeping with Invitations.
Moved some EntityView stuff into Awake
Initial implementation of building placement collision checking
created new hex pieces, new flipped hex 6 plus same variant for bridge and tunnel. created new city with 3 distinct segments
Stubbed inventory manager
improved the getting hit anims
Fixed bad AnimatorParameterHolder data in Unit.CombatParameters, shitty drawer
made human ouches work in the controller and stopped attacks from playing on torso while the unit is rolling
Looking at buffering inputs.
Workaround for ssao/blur shader opengl compilation error
More item stuff, protobuf
Started updating player input.
Added attacking AI module to all Units with Combat-Offensive module
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Merge from dungeone, broken up lighthouse railing