192,970 Commits over 4,049 Days - 1.99cph!
various progression related data
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
Unpacked all materials (for now)
set composite materials to not use sRGB and tweaked composite textures accordingly, material tweaks, made alpha more solid at distance
Fixed gun issues stemming from itemcontainer deserialization
Fixed group nessssities component not being enabled on the tribe
More UI bits
More terrain blend map work, better technique
Anchors fix to power sub stations
Group Entity Filter improvements.
Added adult member count to Group.
Necessities can now create Possessions requirements.
Fixed a few more warnings
Added a couple new convars to control the ai execution.
Improved load balanced execution of AI.
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
Fixed problems with helditem spawning
Renamed ProgressionTier to Necessity.
Moved Necessities to a separate component.
Any Necessity which has been completed at some point will now remain unlocked.
Unlock data tidy up.
reworked mod slot UI stuff, now works.
Fixed vm torch not hitting centre of screen, tweaks to anims
Disabled scenario/map choice
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why.
You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary:
- The old singleton types are fine if you're only going to have one even in listen server mode
- If you're going to have one on client and another of the same type on server, use ServerClientSingleton
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
Fixed missing stranger AI field in GroupMember on Human
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Fixed radial menu being isolated in modal state (other UI would fade out)
Fixed vignette UI image blocking raycast
InfluenceAndTerritory.handleUnit ignores dead units
Removed old stockpiles from unlocks
Wood & stone stockpile data
Stockpile supports max amount per entity type
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
Basic shield bash implementation
Stockpile material anim reworked to support multiple meshes for various entity types
IMesh:BuildFromTriangles can do userdata too
Treat warnings as errors - let's see how this goes