199,311 Commits over 4,140 Days - 2.01cph!
Barges models/LODs/Prefab Update
FOR FUCK SAKE particle setup
FOR FUCK SAKE boat wake
Working on serializing entity manager and Base Entity. We now serialize to text when running from editor, and to binary when running externally.
Final barge models, added colliders, prefabs update
Protobuf for ship entities
Updated water bottle vm anims & controller
People now wait for corpses to cook and remove them from the fire
Combat log includes timestamp
More work on persistance and Loading, still not working, but progress!
Unit.Emotes animator layer weight reset when changing clip via override controller (attempting to workaround masking issues)
Rolled back to octahedron normal encoding; spheremap just not good enough for ws
Fixed base and subsurface normals
Generics for persistent data type in BaseEntity, introduced IEntity, ITickableEntity etc
PersistedEntityData stores transform position/rotation data, not GridPositions, added CreatedOn too
Moving transmission over to more generalized translucency
Cleaning up gbuffer packing code
Fixed skin curvature
Beep - fixed pathing / culling
Fixed pathing
Put culling back on hexes, removed collision
BaseEntitySettings.Create overload taking PersistedEntityData
EntityComponent persistence boilerplate
Removed BaseEntityComponent
Moving numerous bits and pieces to persisted data types in Group, Unit, Building, Resource
Doors now know about the rooms they're connected to
BaseEntity now saves view transform data and prefab data package via id
F5 to save session
Know thy inheritance when serializing.
Merged.
Fixed singleton sillyness
EntityManager.PersistedData.ExtensionData no longer has virtual
Hunters now bring corpses back to the camp
Groups no longer store their data wrappers, fixed some save/load oddities, disabled loading for now
- Held items can now be marked as AllowUseWhileDriving. Default is false.
- Vehicle automatically puts away invalid items being held when entering, and tries to select a valid one from the player's belt instead.
- Currently unselectable items in the player's belt are tinted red and partially transparent.
Can now kind of purchase a unit.
More persistence work in World/Zones and player
Remove parameter-less BaseEntitySettings.Create overload because we don't need it
Skinning corpse added to AI (may need more work)
Fixed games not starting correctly from testbox et al
Disabled loading of saves
fixed a bug with the 3rd person jumping animation
Server now uses PlayerSpawn class to pick random spawns (no logic yet, just random) for players. Player cam rotation defaults to the direction the player is spawned in.