248,557 Commits over 3,928 Days - 2.64cph!
Oops Hero prefab selector needs selectable tag
Some cleanup. Auto select Hero on start. Don't love this first iteration of selection
Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Add ISelectable and basic selection
Improvements to selection stuff - add Deselect and pass PlayerState into selection callbacks
Add Input settings
Add PlayerState system. Simplify some stuff on GameManager for static access
Added support for multiple IViewmodelComponents on a single viewmodel
Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
Fix editing method bodies from outside component editor
WIP
More WIP
Compiling again
Mostly working, can't edit graphs
Fixed editing method graphs
WIP saving graphs without the resource editor open
Fix component editor not refreshing when adding / removing members
Fix editing method bodies from outside component editor
Fix component editor not refreshing when adding / removing members
Ability to reverse direction
more stage progress
Add Component.DestroyGameObject()
Revert "Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)"
This reverts commit 035076021d71fcd5a26354b916815f3da40d22fc.
Merge: from main
Tests: built all modes in editor
functional waterflowmap
- saved/loaded like other terrain data
- need to adjust where it's written to, it's still hacked into other terrain generation processes
Show correct dart models when loading ammo (viewmodel).
Added placeholder prefab variants for all dart ammo types.
Navigator docs
Add HeroResource. Add generichero.hero. Hero resource loading, Host-only team/loading and change callback setup
adjusted improvised shield origin
Support multiply platforms on path
Fix maps with platforms to support new system
This should fix errors not having version information
Rename Component.Destroy to Component.DestroyComponent (redundant naming but it avoids confusion with GameObject.Destroy)
added render batch scripts to seaweed clumps and increased lod distances for less pop
New layout for create lobby page
[Hide] IsValid on Resource so that it doesn't show Is Valid tickbox in inspector for game resources
Merge from world_update_2
Fix obsoletes
Add DrawPath property to Navigator for debugging nav path.
Set CharacterController radius to half of NavMesh agent radius
Add GameMode.AllUnique
Only grab map defs where they're enabled, really should make an accessor for this
Restructure - DestroyAfterGame actually destroys the GameObject not the component
Start restyling map/mode selection
Leaderboard backup, run #
14188
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect
Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
Merge from world_update_2
Merge from world_update_2
Goofy Guard initial NPC setup
Fix the Leave Server button when not the host
Added Player List to Pause Menu
Fix entities casting light shadows
Quests are now claimed manually via the quests tab to get your rewards
Added Notification Icons to GameMenuTabs if there's something to do in that tab
GameNetworkSystem -> Networking
Fix ESC not closing popups in Main/Pause Menu
Added SFX/Notification for unlocking Skills
Fix disconnecting on server end, ensuring that if anyone stays behind for whatever reason it doesn't override their world with yours.
Added Permissions Tab to GameMenu if host. Created OnOffSwitch Panel
Fix WorldManager rebuilding the World every frame instead of when when dirty
Created PermissionData class, added to WorldData as GlobalPermissions and UserPermissions. Hooked up to PermissionsPanel
Implemented all the different permissions, falling back on global permissions when null.
Change entity item drops
Added more Food Items and Food Crafting Category
Added Item Upgrade System, along with different new tiers of Pickaxes
Further checks on waterball splash logic to prevent a splashing through foundation edge case
Merge from world_update_2
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools