198,745 Commits over 4,140 Days - 2.00cph!
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.
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
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
Fixed missing stranger AI field in GroupMember on Human
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)
Fixed radial menu being isolated in modal state (other UI would fade out)
Fixed vignette UI image blocking raycast
InfluenceAndTerritory.handleUnit ignores dead units
Removed old stockpiles from unlocks
Wood & stone stockpile data
Stockpile supports max amount per entity type
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
Basic shield bash implementation
Stockpile material anim reworked to support multiple meshes for various entity types
IMesh:BuildFromTriangles can do userdata too
Treat warnings as errors - let's see how this goes
Updated bundle split tool
Bundle splits (added a third texture bundle)
Buncha more NPC stuff.
Manifest.
rough wip getting AI to move out of tilefall tiles
Fixed 275 compiler warnings
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.
Added face culling option to core/generic
Fixed minor issue that caused incorrect star positions relative to the sun and moon
Changed remaining core shaders to roughness
Core/generic now matches core/generic (SRM)
Added occlusion (A) to SRM packed map, optional
Reworked GroupProgression events.
UI now correctly shows remaining requirements for the current level of progression.
Building placement now resumes the game upon finishing.
fill unit mod slots with a few random mods (not shown in UI yet)
some career tweaks
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
update career UI tab buttons
Collision masking for twin entities.