197,434 Commits over 4,110 Days - 2.00cph!
Create texture cache read / write streams in binary mode
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Additional profiling in DownloadAndApplyWorkshopSkin
Convar to toggle the item skin cache
Make gibs reflect current stage picked
started reworking to run everything off just the client input
Retiring DX9 (OpenGL fallback)
Merge from skin_cache_native
Can't just kite npc's forever.
Manifest
Fixed goblin
Misc material stuff
AI prefers to target healers
fixed intro anim not playing animation on player panel
Fixed falling trees immediately "impacting" when at high speed (bug 870)
adding UI extentions
updating text mesh pro
optimizing player panel/cleanup anim/ tweak
Revert commit to wrong branch
Revert commit to wrong branch
Right-click item transfer merge as it went into the wrong branch
Right-click item transfer can now use the belt as well.
Tried moving NetworkSimulator away its slightly awkward Prefab + NetworkEntity existence into a simpler one that just used networkServer.Send. In the end it jut made things complicated in a different way, since initial data and changes couldn't be propagated through Serialize anymore. So just putting this into a branch. The only thing not functional here is an initial send when new clients connect.
Slightly broken sound test
Project version bump to match jenkins file. HUD client/server fix.
More Item/attachment handling improvements
-Units will now drop shoulder items if they need to equip something in their right hand
-Added a DropItemInAttachmentSlot method to Item to blindly drop items
Fixed GetItemInAttachmentPoint using itembuffer and not MyItems
Put Bootstrap active check in the scene itself, instead of in the WiseGuysTools UI.
Added a couple of methods to easily query some item/attachment info to Item component and exposed the current attachment state to the Item debug panel
-GetItemInAttachmentPoint
-GetCurrentAttachmentPointForItem
Moved InfoMessage back into being part of the HUD. Got too complicated otherwise as it's not really a separate UI component, it's closer to a notification. Kept the code in UIInfoMessage rather than in PlayerHUDUI though.
Bootstrap scene force active works more reliably
Merging ItemEquipFix into main
camera zoom curve/distance tweaks
Unit/movement can now be flagged as passable through units
Fixed attack state playing tile hover sound for non-targettable tiles