192,975 Commits over 4,049 Days - 1.99cph!
Birch trees models/LODs/Prefabs wip
Tanning rack interaction positions
Improved target filter failure logging
Added AI logging when required role checks fail during DM
RoleDefinition can define sub-roles, requirement checks include checks
Leatherworker is a sub-role of Crafter
Cleaned up how we check for active roles throughout various systems, Unit.Roles no longer publicly exposes the dictionary of role states, instead we HasRole (which includes checking for sub roles) or IsRoleActive
Stockpile material animation mapping supports item type defs
Tanning rack stockpile setup
ButtonSound only plays on left click
Misc cleanup, profiler hooks
vertex lighting on eyebrows, re-exported, set eyebrow material colours to be more natural, tweaked ginger short material
Rubble pile material fixes
Shipping container material fixes
Fixed inspector label width not adjusting with dataBrowser size
added (blank) panel prefab for league sponsor selection.
league sponsorship selection action now displays the panel and completes on close.
And don't play it on startup.
fullscreen fx for statuses
career modal panels can now take an action function to call when the panel gets closed (by being popped off the stack).
opportunity generaction action now waits for panel close callback to complete the action.
Fixed craftingWidget not clearing dicts properly
Improved entity physics state persistence, remove some un-used events
league sponsor actions wip
Added high priority DM asset, assigned Common-Interactions module to use it
DecisionMakerDefinition can be flagged as high priority
AgentBehaviourSlot.SimTickDecisionMakers evaluates high prority DMs first
Zombies don't moan on startup.
Working on PUBG spawning vehicle but currently has issue where I can't use [Facepunch.BNet.OnNetworkClientStarted(0)] on the vehicle base class because it has a generic parameter ("InvalidOperationException: Late bound operations cannot be performed on types or methods for which ContainsGenericParameters is true."). Committing work so far before I work on a fix.
Added a RemoveOnDamage field to StatusEffectDefinition
Added a new FastHeal status effect that heals over time and gets removed if the player takes damage
Added a console command to add effects to the local player eg. statuseffects.add poison
Removed the status effect slot on the shield, not necessary with a console command
Poison no longer slows
Added a new Slowed effect to show how to slow down the player
Halved hdr-mode bandwidth; convolution ~33% faster
Added render probe time slicing and refresh mode
Added shader code support for texture mip bias (std)
Added render probe scripting call api
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
ZGameMode now mostly working. The plane doesn't move.
NPC vision fix, using the networkentity trace variant. NPC bad aiming was caused by them not being able to see through themselves on listen servers where they had client and server variants.
This is currently broken somewhat as level geometry is being discarded too! Need to do something like change the "discard everything except same scene" to a "discard everything in the client scene (or server scene for casts from the client)."
updated eyebrow prefabs for male and female and rebuilt morphs, thinned out facial hair cap style 1 and hairstyle 1 haircap mask alphas,
made the chainsaw use a scrolling texture instead of animating mesh when attacking
Fixed bot players shooting themselves. There's still something wrong with their aim - and Zombie's aim too.
Visuals are back for bots and proxy players