199,360 Commits over 4,140 Days - 2.01cph!
Culling some clientside stuff out of serverside
Tweaked large water catcher blueprint ingredients
Fixed more projectile firing performance problems
Fixed item contents icons not always updating
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Optimized panel lookups
Implemented server-side texture support
Implemented fade in for components
Implemented fade out for panels
Removed logging to avoid breaking client console
RPC fixes, networking fixes, fixes.
Merge pull request #1 from bawNg/master
Some small improvements and optimization
Merge pull request #2 from bawNg/master
Fixed typo
Exposed run speed, run accel, run accel animation rates
- Speech bubble changes
- Added some temporary, enemy-specific taunts
Cleaned up convar structure
Fixed status console command calling pool.status clientside
EAC compile fix (send help)
Fix standard shader compiling to ps_2_0 instead of ps_3_0 on lowest lod
Updated community ent
NRE fixes
Updated error urls
ProceduralObject NRE debugging
Another attempt to fix Unity terrain shader warning on startup
Reverted world setup change that led to it being called twice when playing inside the editor
- Loot now uses the new model
- Loot names are no longer visible in the world
- Loot containers now have the new LootTable script on them so they actually drop loot :)
- Loot now glows the color of the item colour, white, green, yellow.
tweaked swamp court fogging. added new court_intro_cam camera with correct scripts. Animated first intro cam swamp court shots, WIP, need to fix tweening
- Toned the item glown back down a bit
- Added Container/ContainerSettings item components and editor tab
- Splitting up PlayerController a bit into partials
- Added Container interaction handling to PlayerController
- Items can now only have a single ItemComponent of each type (for now)
- Refactored item view handling and setup (mostly for resources and buildings)
- Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
Removed grid pattern from snow height map like the artist I am
Added PickUp interaction to the Comsumable SO template
Fixed a crash problem with all PhysObj functions when called on invalid PhysObj
- Added Unit Flags system and Actions to Get/Set them.
- Added UnitFlagCondition
- Death Effect reworked to check/set flags so it only gets triggered once
- Added Starving effect applied when Hunger reaches 0
- Fixed Unit.View.Animator NRE
- Fixed NotificationsWidget not firing when Activity is added
- Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name).
- Asset types are now shown in ReordableList elements in the editor
Adds/Deletes/Moves I forgot to tick like a dumb dumb
- Added basic fail state, when the player's tribe dies out, we pop a UI modal
- Fixed ActionChain constructor not assigning hashed_id of the EffectSettings
- Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times
- Fixed PlayerCamera still taking input when UI in Modal state
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
Nixing heirarchies on some assets, added (CON) tag to the campfire stones base
DS Console text is different colour if server is debugmode
DS Console has current map name
Terrain parallax in bundled builds