192,890 Commits over 4,049 Days - 1.98cph!
MatchMaking now configs GameSettings using a map from the rotation.
added MapRotation.GetRandomMapID()
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.
rotation time string formatting, rotation icon now hidden until set, more clean up
Bugfix for NRE on helditems with no item + testmap_smaller edit
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.
Fixed errors being thrown when camera tried to detatch on quit
Changing carryable picking up to allow for the carrier to take action when pickup occurs. Might change this around a bit more.
Show different message on carryables if the interactor is already holding something and can't pick up
Updated ASE
UI design
Remove redundant role def on UnlockDefinition
Enabled ResearchStation component on Hunting Station
Updated unlock data to reflect the new tech tree.
Unlocks are now sorted by settlement level in the data browser.
ProgressionGraph OnValidate to remove nodes with null unlocks.
Initial Xbox One fixes, native dlls
map rotation timer retard fixes
Dredge dressing
Ladder triggers
Dredge lights
update temples env / getting latest
Tweaked swamp water material
Tweaked swamp tree bark materials
Made swamp trees larger
Player labels color changes to match team, added arrow over pickups
Now showing existing player (team) selection counts on the character select screen. Only issue is it's not updated after the screen initially loads. Counts could change if you hang around on character select for a while and it won't be updated. Could poll the server once every x seconds for updates.
team creation convars tests
team ui
added 87 new threads on reddit RE the game being ruined
Proper auto-select if there's only one character option
Updated waiting info text on character select and countdown screens
Countdown UI works properly with the new system, shows waiting reason
Character select now goes straight to countdown/waiting screen when ready
Changed character selection. Must select a character to continue. No ready button.
Show gang score results on the summary screen at the end of HH game mode
Replaced dredge with prefabs
Fixed post-merge proc and craggy scenes