200,788 Commits over 4,171 Days - 2.01cph!
Fixed some weird debug typos, updated small hut prefab
Unity 5.4.2f2 (downgrade)
Fixed AI designer not displaying nodes properly due to invalid cast/type (ParametersId introduced to base types caused errors in editor code when dealing with serializedProperty)
merge from art_overgrowth
reordered animal shader properties
Smartobject data drawer shows interaction position warnings + button to open tool again
Added IP data for SmallWoodenHut
Fixed BaseBehaviour.OnExecuted never being invoked
split road hexes in to individual max files, working on optimising and unifying them all.
units now visually reflect sleeping only at the end of player's turn
Fixed Building's Container deposit callback exiting early
WeightedObject<T> doesn't need to inherit DataParameters
Added validation for arrays of DataParameters derived types to ensure unique ids.
Fixed CorpseDispensableWrapper class name typo
DepositItemSettings intention NRE catch
Building+Upgrades renderer cache uses lowercase obj name
Wreckage now syncs correctly to new connecting clients.
New content missing from prev revision
Fixes issue #63. Fixed player being able to select invalid weapons when in vehicle due to logic error.
Merging updates from trunk
PlayerRecord now created for new users
PlayerRecord protobuf is now sent to player on connection to server
NPC can now hold items from their inventory.
Moved character serialization to the base class
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
NPCs now appear correctly on client, but don't move yet
PlayerDatabase now tracks wins + losses
Various feel-related ability stuff.
SkinnedMeshCollider, BaseCollision are IClientComponent
Fixed PieOption NRE on server build
Fixed ConvarComponent spam on server build
raw moose assets (no unit setup)
Set compile symbols before building asset bundles / preparing prefabs
Moved construction and ugprade stuff to BuildingView
Removed EntityView.UpdaetSkins, replaced usage in ResourceView with new event callback
Blackboard listens for EntityManager destruction callbacks to clean data, rather than relying on convoluted shite in Agent
BaseEntity events use System.Action (comparing perf)
Knowledge dictionaries capacity
Xp modifications now applied to PlayerRecords after match outcome, player level calculated based on xp mod.