199,439 Commits over 4,140 Days - 2.01cph!
Final refl shadowing tweak
[D11] Merge
28935 + Sleeping bag message
enabled mineral analysis on craters
HQM only found in arctic
sulfur only found in arid
metal only found in temperate
increased static quarry stone yield by 4x
skin approval + icons
phrases
removed ore ddraw
tighter hotspot placement on new ores
Force deactivate progression UI on init
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
Made an activity + diplomatic event for gifting
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Updated diplomacy debug panel to work with last commit
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Increased LeanTween limits
Refactored some turn handling stuff out of GameInstance into new TurnHandler class
Added truck painter to single player scene
Applies truck def
Playermodel male neck seam geo/skinning
Moved the tracked RNG out of GameInstance to it's own class
Moved some combat tracking events from GameInstance directly to CombatTracker
Renamed some events to make more sense
moved the actual board unit position data change for unit movement from GameInstance to CmdMove
Fixed eyelid movement & blinking
Fix physgun halo on bouncy ball
Started refactoring player, player ID, and host stuff
Added workshop and ui background to game scene
moved the game instance/connection management stuff out of GameHost into a new GameInstanceDirectory class
Fixed erros generated when culling has safe mode enabled
ISerializables almost working with all the delta shit.
Fixed and re-enabled culling compute shader path
ISerializables can now serialize on their own.