19,298 Commits over 1,614 Days - 0.50cph!
Minor stats refactoring/util
Some more generic cleanup of Sessions.
Moved generic save/load handling of sessions into Session.
Made nested persisted package for Sessions.
put back a SetAge that is probably needed.
removed scaling data from aging persistence
Moved Aging stuff from UnitManager into the appropriate component.
Added Aging component persistence.
Removed unused birthTime field in Unit.Aging
SmartObject persistent boilerplate
Fixed wearables constructor
Added IUnit, generics pattern for data persistence types
Beard/hair mesh persistence
Fixed hair color persistence
Fixed bad component loading by type name instead of data type
EC load in constructor when data is available
More Save/Load plumbing
Effects save/load test
More EC refactoring
SaveLoad.TypeModel Quaternion fix
PersistedSessionData saves player transform data
Big EntityComponent refactoring, a bunch of other shit
added blend with R to terrain blend shader to give dens shading while keeping blending with terrain
Player uses normal entity create path for tribe creation
Groups are now saved properly, loaded first and then propogated through the rest of the entity loading cycle, though something is still fucked
PersistedEntityData.Id in constructor
PersistedUnitData stores group id
Fixed UnitSettings.Create from PersistedEntityData being shite
Entities get saved in their data.Create methods
Socials and UnitCollections persistence support
Fixed bad Vector3 properties in SaveLoad type model
swapped materials to use new shader
need to manually add uniform float Node57Port0FLOAT;
male bear looking a bit more scary (could be a totally new bear type)
cant quite remeber what changed in these shaders, think it may have been ASE update
Switched to Protobuf-net.
Fixed games not starting correctly from testbox et al
Disabled loading of saves
Skinning corpse added to AI (may need more work)
Remove parameter-less BaseEntitySettings.Create overload because we don't need it
More persistence work in World/Zones and player
Groups no longer store their data wrappers, fixed some save/load oddities, disabled loading for now
Hunters now bring corpses back to the camp
EntityManager.PersistedData.ExtensionData no longer has virtual
Fixed singleton sillyness
Know thy inheritance when serializing.
Merged.
BaseEntity now saves view transform data and prefab data package via id
F5 to save session
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too