192,994 Commits over 4,049 Days - 1.99cph!
Only try to stop multiplayer spam with duplicator saves
Minor duplicator improvements
* Can no longer immediately resave an armed dupe
* More safeguards against bad user input
* Better server logging for dupes and saves
Fixed a few issues with car states.
Activity text held by data struct, removed from factory method arguments
Settlement happiness set to 100% when all needs are satisfied
ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
Vehicle state sync now using new serialization. There are bugs.
unbreak sockets & datacache
vphysics
hacky appframework vtable match
refactored the rest of client messages out to handlers
Add safezone check to patrol heli.
ClientMsgHandler
ClientConnectionIDHandler
JoinedMatchmakingHandler
ReceivedMMFDeclinedHandler
ReceivedMMFRequestHandler
update tier0, builds down to engine
Add to stockpile interaction command generator ignores worn items
Moved various crafting order API to Unit.Crafter
Unit.Crafter component handles activity generation for failure to find required items
Small hostility check optimization for Scientists.
NPC turrets no longer target animals (just annoying).
refactored base shit out of ServerMsgHandler to a MsgHandler base class so I can use it for a ClientMsgHandler.
Namespace'd all the new server msg handlers to ServerSide
NPC turrets no longer allow any other type of NPC close to the Compound, other than Scientists.
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More 2018.1 shader updates; fixes shadow related shaders errors when using torch
Touched relevant shaders
Fixed potential NRE in color grading effect editor
Updated shaders to 2018.1
Fixed compile errors on some old SF shaders
Fixed shaders fetching DXT5nm packed w/ other data
Merged in IHV srgb import fixes
Fixed/updated motion vectors
Rebaked terrain atlas
Selective AI module evaluation can be toggled via debug
Cheat commands prefixed with cheat.
Settlement size/territory display while building (using highlighter system for now)
Fixed terrain decals being badly aligned to terrain on some maps
Compound out of bounds fixes
Slightly moved chillzone decal to prevent z-flickering / disabled shadow casting on the decal
Fix sound modulation application stomping distant volumes the first frame a sound is played
Fixed NRE in progression/research widget
Fixed errors when quitting from tribe create
Fixed tribe race choice not changing available hair colors
Clamped camera parallax on menu scene
Merge from main (final, hopefully)
Name input fields on tribe create, unit customisation and settlement creation all use consistent validation/content types and do not allow empty strings
Converted health, added a updateserialzation method
Effects component destruction no longer removes effects, just clears and resets the pool to deal
Fixed NRE in UnitView when quitting from tribe create
Disabled camera parallax while spinning unit view in tribe create
libs build in correct order
SettlementView draws disc meshes to represent its size/territory
Settlements debug panel, global config
Settlement leader API & persistence boilerplate
refactored message handler stuff so there's only ever one client ID lookup done not one per message handler