194,762 Commits over 4,079 Days - 1.99cph!
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
More truck / player refactoring
Misc EntityView physics cleanup, and data exposure for rigidbody drag
candlehats and minerhats use half as much fuel
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
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
tone down the exagerated movement of viewmodel animations to make the guns look more solid. ( ak47 / smg / thompson / semi-auto rifle )
Lighthouse layout update and various fixes
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.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to combat events and change opinions based on that.
Removed some unused fields from DesiresParameters
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
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.
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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.
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.
Merged from Social Effect Parameters branch.
muzzle flash smoke hidden when aiming
weapon fov's adjusted to look more natural
aiming down the sight lowers near clip plane (less viewmodel clipping)
Started extending the editor for SocialSettings to include the SocialEffectParameters. Only thing left really is to allow for SocialActParameters to be displayed as an AssetMenu, or something like that, when social effect target type is of type Participants of Act.
Added TryApplySocialEffect functions that generalize the application of social effects in Social and Socials, removing the duplication of code and makes the classes easier to read.
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
Social Effect Parameters based approach to adding effects for misc social events. Not tested + requires some editor work before it's ready for prime-time, but code compiles.
adjusted the left elbow position on viewmodel for a bunch of weapons ( SMG / ak47 / flamethrower / etc... )
Tutorial is now more generic (and also completable).
Reworked a bunch of triggers.
Lazy people won't build things unless you force them.
Natural Caves greybox set progress (models, calibration)
Started Xbox networking
Refactoring truck/player
Fixed NRE in ProvidesRequiredItemSettings
Fixed PickUp Interaction not working on items that are attached to the shoulder
Added ItemType.Corpse Definition
Cleaned up Deer Corpse and other Corpses data
Corpse component dispensable editor funtimes