192,957 Commits over 4,049 Days - 1.99cph!
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
wip UIMod_Market
add a mod to player team inventory on career creation for testing
moved ModInventory out of Career and into CareerTeam.
every team has a mod inventory, serialized/added to proto.
more mod market wip
more functionality for ModInventory
market unit/mod tabs and views now work
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Character interface stuff
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Reverted the spell commit from yesterday
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Protobuf things for Raiding component
Ported the rest of the serialization methods. all untested.
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
Hunting corpse management uses its own target filter
Removed "being processed" condition from FindCorpseToPickUp
wip mod panel, headers, list
Fixed CarryUnit detatch crap
Removed Patrol Goal from Human/Idle
CarryUnit removes the unit from its current container when applicable
Fixed potential NRE in debug spawner
FindCorpseToPickUp condition tweaks
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill
don't show enemy squad in career squad editor
Group.Supplies maintains a list of all entity ids added to supplies
Added InGroupSupplies condition, replaces all "X is within Y of Z" distance conditions
Very important comment header consistency
Fixed ZoneEcology spawn routine starting handler coroutines instead of yielding to them ;x
Added Group Has Housing condition to Shelter tier
Grid positions in entity debug view
Minor senses tweak for easier debugging of entities from grid sample
Converted PlayableCharacterInventory