254,994 Commits over 3,990 Days - 2.66cph!
in combat has an addive animation to make animals look scary
Got sick of typing "connect". Press Ctrl-C (enabled in editor only) to connect right away from the boot screen.
Proxy players now in and interpolating. Used the nice variable-delay interpolation that I wrote for the vehicles, so they'll always be just behind your latency and no more or less.
Fixed RequestCollaboration sending the wrong ability plans to each unit
Lots of collaboration data design tweaks
Fixed DSE debug NRE related to evaluating Social roles
Moved visuals to clients only, with a gizmo on server to see them if desired.
Debug overlay tweaks, can now show info for all units, not just selected or player tribe
SocialParticipants no longer have a state, as it was useless and over-complicating lots of the API
SocialParticipants are only created once a SocialInvitation has been Accepted
Proxy players don't have character colliders anymore. Creating proxy script correctly. Changed hidden_changes file back - didn't mean to commit my local hidden changes.
SpawnDistrubtion raycast/ground height fix to make things spawn properly on top of layers other than Ground.
Refactoring Socials to have a similar API to Collaborations, as well as better recording keeping with Invitations.
Moved some EntityView stuff into Awake
Initial implementation of building placement collision checking
created new hex pieces, new flipped hex 6 plus same variant for bridge and tunnel. created new city with 3 distinct segments
Stubbed inventory manager
improved the getting hit anims
Fixed bad AnimatorParameterHolder data in Unit.CombatParameters, shitty drawer
made human ouches work in the controller and stopped attacks from playing on torso while the unit is rolling
Looking at buffering inputs.
Workaround for ssao/blur shader opengl compilation error
More item stuff, protobuf
Started updating player input.
Added attacking AI module to all Units with Combat-Offensive module
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
Merge from dungeone, broken up lighthouse railing
Fix for near/viewmodel ssao color bleeding
missed the vital file from the last checkin
bear is now part action hero
Possible fix for effects on game start
Lighthouse, broken up railing on the top floor.
Fixed water system perf on riverless maps
Combat hit stuff moved around
BaseEntity.InitializeComponents manually inits Stats first
Foliage displacement code cleanup
Minor foliage displacement optimizations
Fixed Social.Participant FixedArray capcity error spam, improved allocation of SocialParticipant during invitation