111,540 Commits over 3,928 Days - 1.18cph!
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes
Restored standing anim when pressing ctrl
Code cleanup, naming
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Horse prevent movement collider ignores the physics debris layer (dropped items)
Bugfix: more NRE reductions in server-demo
- Skip VoiceData and other messages that we can't support in editor environment (or don't want to)
- Properly "disconnect" player when entity is being destroyed
- "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs
This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move).
Tests: played back the same client demo, saaw the reduction in errors
Added Viewmodel Renderers to arm and arrow parts
Fixed horse saddle stack sizes
Remove start and end duration on fractional reload
Removed RidableHorseAudio logs
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Adding extra bones to knight armour for burst cloth test
using pooled lists for disabling client/server collider interaction in-editor
Fix onkilled/ondied after merge
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
Fixed catapult colliders scale
Siege tower damage renderer
Ballista physics mat
Removed empty spawn in spawn handler (old old horses)
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Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Updated spawn.procmap.v3.prefab
Horse audio
Some anim improvements and optimisations
Horse lateral damping back to 3, reduced when skidding
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WIP reload rotation fixes
Modify era editor window so you can select an era and see what items are blocked
- default is "none", will show orange for unassigned items
- selecting "primitive" will show red for blocked items
Bugfix: no more duplicate players when playing a client demo on server-editor
Now there's an issue with disconnecting/destryoed players - about 8 NREs about acessing something dead during BasePlayer.ServerCycle
Tests: played the same demo - max players was 20 instead of 1k