192,862 Commits over 4,049 Days - 1.98cph!
old book materials and textures + 4 pile variations.
New skin cache version (force-refresh normal maps)
water lilies for swamps and lakes (models/textures/prefabs)
We now calculate a cap modifier that's the total of all the active needs to ensure that needs act as a mood penalty.
Various fixes to needs stuff.
[D11] Allow controller to respawn on death
more fixes for wooden sign placement
merge from procmap_puzzles_polish
[D11] Initial support for console controller - wip
Fixed small signs breaking when upgrading / rotating wall
Small signs can be placed on shelves
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Fixed guntrap, spinner, tunalight being destroyed after upgrading / rotating wall
SocketMod_AreaCheck tweaks for Alistair
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
Update UI immediately on pickup/drop
Can't select other items anymore while holding a carryable
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Remove an old time printout
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
update scene lighting data
update league entry logo prefab
fixed currency icon alignment
update WIP temple A env
adding vertex color to standard shader
career stuff.
added team logos in placeholder position on career lague tables.
Compile fix + stat manipulators for settlement needs.
UI bits
StatManipulator pooling
Let's make the mood drain negative...
Implemented Need mood drain as a stat manipulator with a maximum amount of possible drain instead of infinite drain. Currently only working for individual Unit Needs.
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
Starting to look at refactoring interactables.
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
Updated jackhammer anims, viewmodel prefab scaling
Settlement inhabitants UI WIP
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FileSystem rewrite for Rust.World
Added prefab list asset for world SDK