224,000 Commits over 3,684 Days - 2.53cph!
Holding left shift (in editor) when clicking play match will auto grant the player a win without playing the match
Fixed grazing area move action having a radius of 0
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component
Renamed Action to AIAction to stop annoying conflict with System.Action
AI namespace shit
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
wip UIMod_Market
add a mod to player team inventory on career creation for testing
bullet pattern velocityFunc, mine bullet powerup
pattern/bullet levels
powerup bullets get level param
bullet pxcDamageFunc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
turn off floaters again
moved ModInventory out of Career and into CareerTeam.
every team has a mod inventory, serialized/added to proto.
more mod market wip
more functionality for ModInventory
Hooked pick up animation into pick up rubbish action
market unit/mod tabs and views now work
Interaction points can now declare a animation type and string
Scale changes, multi-apply prefab tool
Reordered passenger init
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Character interface stuff
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Reverted the spell commit from yesterday
Ship airlock system.
-Updated ship Interior mesh to have an airlock room.
-Working doors that kind of act correctly.
-UI and control of doors done.
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Protobuf things for Raiding component
Ported the rest of the serialization methods. all untested.
Change lod distance factor to a reasonable value so lods are actually in use
Add source path to models so the source file can be traced back
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
Melee attack, hold down instead of clicky
Simple reusable button
Next level Button
Hunting corpse management uses its own target filter
Removed "being processed" condition from FindCorpseToPickUp
wip mod panel, headers, list
Fixed CarryUnit detatch crap
Fixed confirmation prompt not working while paused
Removed Patrol Goal from Human/Idle
CarryUnit removes the unit from its current container when applicable
Updated Facepunch.Steamworks
Got rid of some repetition when loading replays
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Fixed potential NRE in debug spawner
FindCorpseToPickUp condition tweaks
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill