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Show different message on carryables if the interactor is already holding something and can't pick up
Changing carryable picking up to allow for the carrier to take action when pickup occurs. Might change this around a bit more.
Fixed errors being thrown when camera tried to detatch on quit
Had an issue where if you reconnected to a game, you weren't holding anything. Turned out this is what happens on reconnect:
1. OnEntitySpawnMessage. HeldItem entity comes through on its own
2. It's created
3. Deserialize called.
4. SetParent called, but parent is null since it's coming on its own.
5. OnClientInitialize called
6. OnEntitySpawnMessage. HeldItem entity comes through as a child of the user
7. Warning shown that it already exists
8. Deserialize called.
9. SetParent called. *Parent is now set.* We can now call SetItemHolder any time
10. OnClientInitialize _skipped automatically_ in NetworkEntity as it's already been called
To fix I added moved the backup SetItemHolder call in Deserialize to OnPostDeserialize, which is called after SetParent.
Bugfix for NRE on helditems with no item + testmap_smaller edit
rotation time string formatting, rotation icon now hidden until set, more clean up
when a new map rotation is picked by the server, it gets broadcast to all connected clients.
added "newmaps" server console cmd to force a new map rotation.
added Defines.MapCountPerRotation.
MatchMaking now configs GameSettings using a map from the rotation.
added MapRotation.GetRandomMapID()
DataBrowser and AssetMenu grouping functions for needs and unlocks
Reeds models/textures/materials/impostors
procmap reeds prefabs to replace temporary river prefabs
Cherry picked probex NRE fix from main
map rotation timer rework.
map rotation interval now specified in minutes not hours.
map rotation fixes.
version++
river reeds popuplation tweaks
Added UpgradeDefinitions to allow for easier handling of unlocking building upgrades through unlocks.
Added required food values to settlement levels.
Misc progression data.
Fixed it being impossible to level up a settlement if the level has no requirements.
individual clothes prefabs. Materials and lods
Removed some deprecated scripts
update to source vm paddle anims
added clean vm export script
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
Added method to destroy the appropriate amount of food in Supplies to pay for levelling up until we make the AI for this.
It is now impossible to level up if you haven't met all your Settlement's needs.
Cleanup of old levelling up conditions.
Progress bar on settlement widget now shows stored food instead of conditions met.
Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
A bunch of cleanup/refactoring, and player label colour tints now work correctly
Fixed gang emblems not showing up as well
Increase label distance from 12 to 20
20 was a bit much. Decrease again to 15. +bugfix
Added "fast countdowns" option in the WiseGuysTools window, to speed up testing