199,737 Commits over 4,140 Days - 2.01cph!
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Fixed post-merge proc and craggy scenes
Replaced dredge with prefabs
Show gang score results on the summary screen at the end of HH game mode
Changed character selection. Must select a character to continue. No ready button.
Character select now goes straight to countdown/waiting screen when ready
Countdown UI works properly with the new system, shows waiting reason
Updated waiting info text on character select and countdown screens
Proper auto-select if there's only one character option
team creation convars tests
team ui
added 87 new threads on reddit RE the game being ruined
Now showing existing player (team) selection counts on the character select screen. Only issue is it's not updated after the screen initially loads. Counts could change if you hang around on character select for a while and it won't be updated. Could poll the server once every x seconds for updates.
Player labels color changes to match team, added arrow over pickups
Tweaked swamp water material
Tweaked swamp tree bark materials
Made swamp trees larger
update temples env / getting latest
Dredge dressing
Ladder triggers
Dredge lights
map rotation timer retard fixes
Initial Xbox One fixes, native dlls
Updated unlock data to reflect the new tech tree.
Unlocks are now sorted by settlement level in the data browser.
ProgressionGraph OnValidate to remove nodes with null unlocks.
Enabled ResearchStation component on Hunting Station
Updated ASE
UI design
Remove redundant role def on UnlockDefinition
Show different message on carryables if the interactor is already holding something and can't pick up
Changing carryable picking up to allow for the carrier to take action when pickup occurs. Might change this around a bit more.
Fixed errors being thrown when camera tried to detatch on quit
Had an issue where if you reconnected to a game, you weren't holding anything. Turned out this is what happens on reconnect:
1. OnEntitySpawnMessage. HeldItem entity comes through on its own
2. It's created
3. Deserialize called.
4. SetParent called, but parent is null since it's coming on its own.
5. OnClientInitialize called
6. OnEntitySpawnMessage. HeldItem entity comes through as a child of the user
7. Warning shown that it already exists
8. Deserialize called.
9. SetParent called. *Parent is now set.* We can now call SetItemHolder any time
10. OnClientInitialize _skipped automatically_ in NetworkEntity as it's already been called
To fix I added moved the backup SetItemHolder call in Deserialize to OnPostDeserialize, which is called after SetParent.
Bugfix for NRE on helditems with no item + testmap_smaller edit
rotation time string formatting, rotation icon now hidden until set, more clean up