198,745 Commits over 4,140 Days - 2.00cph!

7 Years Ago
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why. You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
7 Years Ago
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary: - The old singleton types are fine if you're only going to have one even in listen server mode - If you're going to have one on client and another of the same type on server, use ServerClientSingleton
7 Years Ago
Singleton edit
7 Years Ago
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
7 Years Ago
Toadlok setup.
7 Years Ago
Fixed missing stranger AI field in GroupMember on Human
7 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
7 Years Ago
Fixed radial menu being isolated in modal state (other UI would fade out) Fixed vignette UI image blocking raycast
7 Years Ago
gui vignette tests
7 Years Ago
InfluenceAndTerritory.handleUnit ignores dead units
7 Years Ago
Removed old stockpiles from unlocks
7 Years Ago
Wood & stone stockpile data
7 Years Ago
Stockpile supports max amount per entity type
7 Years Ago
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
7 Years Ago
Basic shield bash implementation
7 Years Ago
Stockpile material anim reworked to support multiple meshes for various entity types
7 Years Ago
IMesh:BuildFromTriangles can do userdata too
7 Years Ago
NPC setup & sound files.
7 Years Ago
Minor refactoring
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Compile fix
7 Years Ago
Various fixes.
7 Years Ago
Treat warnings as errors - let's see how this goes
7 Years Ago
Updated bundle split tool
7 Years Ago
Bundle splits (added a third texture bundle)
7 Years Ago
Landmark stuff
7 Years Ago
Buncha more NPC stuff. Manifest.
7 Years Ago
rough wip getting AI to move out of tilefall tiles
7 Years Ago
Fixed 275 compiler warnings
7 Years Ago
Tiers data, editor fixes
7 Years Ago
UI bits again
7 Years Ago
more ai
7 Years Ago
UI bits
7 Years Ago
Added activity for going up and down tiers and also for meeting and failing requirements. Cohesion events based on these activities. Supplies now only counts completed buildings for housing.
7 Years Ago
Added face culling option to core/generic
7 Years Ago
Fixed minor issue that caused incorrect star positions relative to the sun and moon
7 Years Ago
Changed remaining core shaders to roughness Core/generic now matches core/generic (SRM) Added occlusion (A) to SRM packed map, optional
7 Years Ago
wip AI improvements
7 Years Ago
Helditem spawn fix
7 Years Ago
Reworked GroupProgression events. UI now correctly shows remaining requirements for the current level of progression. Building placement now resumes the game upon finishing.
7 Years Ago
More fixes
7 Years Ago
fill unit mod slots with a few random mods (not shown in UI yet) some career tweaks
7 Years Ago
Scene2Prefabs monuments
7 Years Ago
terrain blend maps
7 Years Ago
mesh.UserData
7 Years Ago
Add some test mods to player inventory on career creation Added Mods.RemoveAll() Added CareerUIUtils.GetModSlotColor(CareerUnitMod mod) Started making UIMod base clase work to show mod type colour
7 Years Ago
update career UI tab buttons
7 Years Ago
Collision masking for twin entities.