192,512 Commits over 4,049 Days - 1.98cph!
New scientist AI supports sampling multiple positions when navigating.
Misc AI tweaks.
Verify steam id when connecting to server
CraftingOrder tidy up and fix for people not stockpiling crafted items properly.
Fixed pivots on anchor conveyor and mast
Added anchors
Prefab pool warmup tweaks
only add a match history entry for online matches
replay fixes, changed the way unit IDs are assigned
disable debug for foliage displacement RT
Able to place deployables on repair bench shelf
Trying out a different eye calcuation
updated skybox shaders
added background element on temple A environment (on separated layer to render on dynamic cam to setup later) + tweak
Fixes for items being ignored in favour of resources when finding materials for building
Prefab pool warmup tweaks
Cargo ship hull and deck progress
Cargo ship anchor conveyor materials
Cargo ship anchor conveyor machine
More tweaks to Scientist AI.
Pool all loot panels, see if that works
Catch exceptions while running server, also allow it to be closed properly
Add the .bytes extension when it's not provided
Removed editor debug vis.
Misc Scientist AI tweaks.
More replay wip, fix for starting player record order, only add game actions when in record mode.
Added simplified deck stairs colider
Fixed mast issues
display hull and deck LODs further
doors placement
cargo ship scene2prefab
cargo ship interactive door prefab/model
Players respawn at the last checkpoint they capped
Start off facing the car door
Now letting characters spawn with any desired view orientation, not just y axis.
Fixed a tricky bug where characters sometimes spawned with the wrong view direction, it having been seemingly reset to zero sometime before the server first serialized it. Explanation:
- Server set initial eye direction.
- Server queued up a default input state as a starting point into the inputs buffer. This had a 0 angle view.
- Server maybe processed one input tick, depending on timing.
- Server serialized.
- Client set view angle to whatever the server sent, and from then on, data matched.
If the default state tick happened BEFORE server serialized, the view angle would get sent to the client as zero and mess it up. Fixed by just not queueing a default state on server. Seems to be unneeded per my testing.
Have the player start next to their car instead of inside it. It's less finicky about timing. Working on the fact that they sometimes start facing the wrong direction.
Fix missing call to SetMoved on standalone server and include replay code
Minor changes to motor SetHeight. Making less unnecessary calls
Remove some unused (please confirm) fields from unit attack assets to make server work
Add the server csproj cause it was ignored before
Standalone server on .NET Core
updated sky shader, adding simple cloud texture
adding temp cloud texture
updated temple A/B fog/light settings
updated Rewired to fix more warnings
deleted unused CrossPlatformInput for more warning fixes
updated iTween to kill another 50 warnings
first part of mass warnings purge