192,384 Commits over 4,049 Days - 1.98cph!
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
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
Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
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.
Stat manipulations hold description field in data, return this if not empty instead of raw values
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.
TMP styles
Added DataAsset.GetTooltipText, overriding for traits
More HP for the testing character
No longer possible to add the same trait multiple times on tribe create.
Hide picked traits on selection screen
Various menu & widget improvs.
Added Protocol.GetVersionString(), shows in client UI and server boot.
Server boot now states debug or release mode.
More improvements to AI orientation when on the Cargo Ship.
Expression for max health sim
More work on solving orientation for AI on the Cargo Ship.
Hooked up ConsoleInput to standalone server so it can take input and run console commands.
Added ConsoleCommandContext.
Moved ConsoleInput out of unity into standalone.
Added experimental support for Facepunch.ExpressionStrings to StatBasedStatSimulator
Handle the case where a steam ticket isn't valid so the server doesn't get an NRE (even though it's handled correctly)
More progress on AI heading/orientation when on the Cargo Ship.
PlayerGrid now lives in world space, and other world vs local space things related to AI.
removed all standalone server ifdefs from console system and commands now that they're only in the standalone project
ambientLightLOD set to isDynamic
Added lifeboat arms to the cargo ship scene
made the run server batch file not specific to my own machine path locations.
Cargo ship lifeboat arms prefabs and meshes
adding WIP trophies def/shader/icons etc....
update standard shader
Players update their network group even when standing still while parented
Players update their server query position even when standing still while parented (for AI queries)
Trait & stat pools.
Stat slider tweak.
moved server side message handlers out of unity and into standalone server project
Stat sliders on char create will respect default values
Players don't inherit network group when parented
[D11] [UI] Fix to vital bars not updating with the correct values. Now correctly updates based on containers and using the conditions the items require for their consumable effects.
Moved console commands out of unity project, into server project. (need to remove #ifdefs still).
GameHost standalone #ifdef
Removed SimTick from AI action execution, actions instead have built in tick rate/throttling (leave on 0 for every frame)
Projectiles and thrown weapons inherit velocity from player parent (TODO: server projectiles)
MissionDatabase standalone server only stuff
moved client-only currency method and callbacks out of PlayerRecord.
Deleted clientside DailyChallengeDatabase