198,702 Commits over 4,140 Days - 2.00cph!
[D11] More complicated build steps
break physenv.AddSurfaceData
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11] Support for building server asset bundle on a Mac for OSX64.
merged standalone to main
version++
Tweaks to make animals less likely to sleep or idle when hostiles are nearby.
Removed UnitFeelsThreatenedCondition which wasn't doing anything anymore and replaced isntances of it with CanPerceiveHostileUnits.
fix for animator playing the human downed into animation multiple times
fix for daily challenge toasts
It should now be impossible to attack downed targets.
[D11] Add share param file path on PS4
[D11] Start adding some platform publishing assets
Corrected projectile directions for NPCs when on the Cargo Ship.
Added player_connect_client gameevent from upstream, same as player_connect but without the "address" field, used for join messages
Merge persistent game mode restructuring into Main.
Test setup for ragdoll bug
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