198,726 Commits over 4,140 Days - 2.00cph!
Automated Linux DS Build #501
Automated Windows Build #501
Updating stuff that changed in Unity 5.5. Fixing warnings outside of the building system. Updated global custom defines file to work with the new compiler.
Dispenser persistence (untested)
Added BaseId, derived EntityId, AssetId, ParametersId, BaseIdEx for retrieval
Building upgrades data schema WIP
Adjusted building blocked volume around water treatment plant
Added terrain checks to caves (to make sure they're always under the terrain)
Added editor terrain check generator script that adds checks for environment volumes
FOR FUCK SAKE ocean shader
!A camera /shader/ script for shore attenuation mask
Added Entity.Create, called when entities are created and saved for the first time, usage example in Unit.Traits
InteractionPositionSet/Data need to inherit from DataParameters, that we get a Guid we can use to recognize the right instance when we load from persisted data.
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added code to play the 3rd person throw animation for the c4 / satchel charge
setup the IK positions for the satchel and c4 worldmodel
InteractionPositionGroup shouldn't need its InteractionSettings persisted, so let's not do that!
Now using EntityId + more work on persisting smart objects and their minions!
fixed dryfire on the m92 viewmodel
More work on InteractionPosition and InteractionPositionGroup.
Tweaked culling volume on medium_cave_easy
Caves and tunnels check for underground collisions with other caves and tunnels when placing
Added RoleDefinition noun and verb fields
Tribe tracker UI shows current/active role text when applicable
Fixed DataAsset ids fields not being marked serializable
Ensure player is initialized when loading a session from the menu (doh)
Removed some stop coroutine calls
Types to files (EntityId, PersistedEntityData)
Added tooltips for rally + home buttons
vm satchel charge
vm survey charge
vm c4
worldmodels & holdtypes
thrownweapon.cs update
Fixed EntityId implicit conversion NRE
spears do less throw damage
spears do more melee damage
easier to hit people with spears
slightly longer spear range
slightly cheaper bone knife