198,677 Commits over 4,140 Days - 2.00cph!
Joining Settlements AI now only installed when we're trying to join a settlement.
Subtle TreeSway for gm_construct skybox trees
Tweaked some target filtering on eating on stick AI.
Cleaned up and hopefully fixed AI on people who left the tribe.
Consoles load bundles from Application.streamingAssetsPath.
Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions when they were used with NULL owners
Various UI style editor stuff, TMPro style color syncing
TooltipElement NRE handling
AI designer comment nodes
Notifications and events when doll is picked up
Pickups are shown on the game map
Switch to IL2CPP by default for PS4 until we can address the .NET 4 requirements which prevent a console mono build.
Prebuilt native dlls for ps4, these are built from the respective directories in Plugins folder at the top of the tree, using premake to generate the solutions and then build them and copy them here.
inputsystem uses SDL2 framework
remove GetCursorPosition hack for SDL osx builds
Enable json.net for PS4 build
Editor script changes for building asset bundles and doing the actual build for consoles
NPCs now respect aggression range better when receiving noise sensations.
Missed another shader fix for ps4
Initial JIT fixes, this is enough to get into the main menu, there will likely be lots more. Unity docs suggest this kind of code doesn't actually need to be called but my experiences have been otherwise, need to look into and potentially raise a question about it.
Checking in stuff from yesterday
WIP ps4 shader fixes. It is not possible to test any of these changes yet, it is just needed to get everyone able to build and run the console versions. It is also not designed to be merged back into the main branch, I will need to test that these changes are ok on the original platforms and if not, make them conditional.
Have players actually join the gang they select in HH mode
Another fix for number of junkpile scientists that can spawn in the game at once.
Gang safe cash stats now show in UI. Removed local player code from the score trigger UI as well, since it's all on the server now so there's never a local player.
Telling gang safes to start empty instead of getting their standard starting items
Fixed round winner name sometimes being clipped
Fixed a bug with end of round overlay - it was actually only showing the winner on listen server. Now client is asking the server for the winner.
Character select now allows selection via arrow keys
Working on end trigger for new game mode
Updated bandit town scene and prefab (swamp water)
Updated main camera prefab
Fixed edge case in edit-mode camera scripts causing error spam
Fixed radial mesh edge case when using high far clip planes (e.g. scene camera)
Fixed empty height slope map causing problems when terrain doesn't exist yet
Countdown screen now shows real info
Removed the hard-coded "You're a cop btw"
Improved scene camera handling on edit-mode camera scripts; multi scene-views now supported
Fixed scene camera frame delay on post opaque component causing artifacts on water
Enabled ocean radial mesh again, now showing in all views, edit and play modes
Fixed ocean atmospheric scattering in all modes
Updated ocean prefab
Nuked placeholder water materials; no longer necessary
Fix bugs and add keyboard shortcuts.