255,826 Commits over 3,990 Days - 2.67cph!
[D11] [UI] Server Favouriting on list carousels and popups.
[D11][Tutorial] Lighthouse scene box added to boat, Recycler added
[D11] Fixed Research Table using the wrong translation key
Sentry
Merge branch 'master' of SpaceUsurperUnity
Disabled GameAnalytics in editor builds
[D11] Needed to tell it the Microphone was connected on PS4
[D11] Updated Hammer description and added some new sprites/icons for quick actions
[D11][Tutorial] merge #
34327 from d11_console_version
[D11] [UI] Sever and construction Hud messages
[D11] Enable Voice chat on all platforms (Xbox,PS4 and editor)
People can no longer attack themselves. Fixed a bunch of entity/component lookups
JobManager.ProcessQueue tweak, todo.
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[D11] [Tutorial] Map updates
FreezableComponent now ticks hourly
Steamworks.User functions
User events
User Test
Removed Voice class (is all in User now)
OneActiveSibling only runs in edit mode (can cause some ToggleGroup UI glitches when executing at runtime)
StorageComponent.GetStored can now require that items be functional. People can't eat (and won't try to get) non functional (such as frozen) food or water.
Added FreezableComponent to water (item). Removed water resource from scenario resource definitions, now spawns 1 at each river tile.
Update TrashCan01_Metallic.tga
made trashcan01 metallic a lot less contrasty, noticed it was too strong when seen with skycruise lighting setup
[D11] Online permission checks - disabled on xb1
[D11] Updated descriptions for drink/take/give water quick actions
[D11] Crude debug camera controls
[D11] [UI] changed the gun panels layout to only have 3 attachment slots now (since no guns have 4 anyway)
New Bow model & prefab setup. Fbx/col/gibs/materials etc
[D11] Give & Take water quick actions for water containers/catchers etc
Added FreezableComponent. Uses entity temp to freeze if temp < specified freezing temp. Can make the entity non functional when frozen. Water resource now freezes below zero. Can't harvest water when it's frozen. Reworked task creation to so all tasks take a target entity. Tasks can fail start due to non-functional target entity if required.
[D11] DTLS Unity-level additional error checking and exception handling.
Convert entity to SCEntity via Session
Lower hygiene penalty for being close to hygiene, passengers board at 100% happiness
Implemented need blocks for 10 seconds after a need is increased
Refactoring point of interest types to be subclasses instead of composition-based, it works better for their use cases.
Fixed research contract not unlocking and updated some out of date stuff on it
Show first entity description if no tech description has been assigned
Fixed being able to build stuff in front of the ship entrance
Fixed deleted rooms leaving some gaps in walls
Rooms now give a refund when selling
Cleanup
Reworked custom stock system for buffet tables
Added a two minute timeout to walk to actions
Fixed dining table and diner booths not being marked as places to sijt
Add deck chair to list as well
Water bandwidth opts (testing)
Fixed underwater effects missing while playing in editor
Update ScaryPlaces to use PointOfInterest
Merge from hair-morph-opts (-memory footprint+player rebuild perf)
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Merged in fixes; rebaked morphs
Fixed an issue with prefab references getting lost when cloning. (not properly tested)
Merge in the latest to my branch