255,053 Commits over 3,990 Days - 2.66cph!
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)
UI : Added back in/out animations to activity noficiation elements
UI : Added some preset animation boilerplate in UnitEffectIcon, effect severity defines which animation we use for now
EFfectgs : Effects can specify a Severity type in data
new trims n textures n maps for trims
UI : Activity Notifications Widget uses Effect icon + color when available
Machine process editor displays asset menu, not just label. Add process button works again.
Lowered the orange hue variation on speedtrees
StatManipulation percentage of enum/readability. Touched lots of effets data.
Made Garlic and Yams consumable. Garlic makes you smell. A lot.
200kb worth of flying heart files in case bill ever becomes gamey.
Deleted old biomedata and cloned a new one.
trying to make yam and garlic edible but errors on consume when harvested (seems ok after debug spawn)
Skip adding the CL entity name prefix if the game object name already contains it