241,425 Commits over 3,867 Days - 2.60cph!
Cleaning up Machine process flow a bit
MachineProcesses shouldnt be serialable either
Added Container.OnItemRemoved event
cave_small_medium base files
Minor TimeManager.DateTime getter optimisation
Removing System.Serializable from some classes that shouldn't have it
Nuked some old unused types
More inv/container ui and removing client views from containers
caves dressing cont'd
rockwall ladder/climbing mesh/prefab
temporary lava decal prefab
Removed GoalPlan.Flee(Human)
Added AIModuleSettings data validation
fixed wrong trigger that made them play the wrong attack anim
Automated Linux DS Build #438
Automated Windows Build #438
Automated Linux Build #438
Fixed physgun not being able to reload-unfreeze while holding an entity
Some initial work on vehicle interaction (entering vehicles)
Fixed issue with the variable delay interpolator where changes in the delay would "snap" characters or vehicles
Added warning banner to network emulator
Fix bootstrap starting with car instead of character
Moved my budget network emulator out into its own class. Some other minor fixes.
Improved entity description string generation, passing a StringBuiler through each component
Corpses now show their state in tooltip descriptions
Rename AIModuleGoal/GoalPlanParameters
Fixed missing Selector in GoalPlan.CreateBreedingSocial
Automated Linux DS Build #437
Unneeded stuff now that they're MBehaviours
Automated Windows Build #437
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Basics of chaging NetCharacter to be a MonoBehaviour
Deleted old AI database asset
Migrated Goals, Goal Plans and BehaviourChain selectors to DataAssets
Forgot I was still on a branch. Mreged everything back to main.
Moved WaitForCollaboratorSyncSettings Tick impl to SimTick
Unit.Audio avoids checking datetime every frame (PooledAudioSource.Play takes an optional callback instead)
Moved INetworkPlayer implementation to PlayableCharacter. Fucked a few other things up...
Added close X button to container UI
SendToClients can now specify packet priority
Some stuff now sends using Immediate packet priority
All Monobehaviours that implement IRPCReceiver and are attached to a NetworkEntity should now be able to receive RPC calls
Testbox in build settings
Fixed some editor only crap breaking builds
Let's not unload the tribe create scene, just hide it because apparently unloading it made everything angry
ActivityManager NRE catch
Skills should have their initial level set during creation (no more Unskilled spam)