199,460 Commits over 4,140 Days - 2.01cph!
fixing crowd material
tweak avatar controller animation exit time
WIP attempt to move to Unity's NetworkTransport LLAPI instead of Raknet. This will save us from having to update Raknet for console support (Xbox One support is out of date, Switch support is non existent). There are some differences between the libraries so this is experimental at the moment. Need to finish of QOS bindings, and a lot of it has ended up identical to the Raknet assembly so further refactoring might be worthwhile.
[d11] some tidying of previous commit, experimenting with Unity NetworkLater. Can be enabled one line 184 of Bootstrap.cs
Added UI.StatBar component (must be children of the unit inspector, currently)
UnitStatsTab only shows aquired (>0) skills, attributes set up in editor
ocean pathfinding/coastline path generation wip
Sending scoreboard data from server
Destroying scoreboard stuff better between refreshes
Don't need these csproj files in source control
Better performance, scoreboard reuses entry instances
Fixing a general bug with ready player selections
made human male fabric clothes look better
Scoreboard branch merge into Main
Fixed CraftingOrderElement assign NRE
Fixed settlement level activity being created before settlement name assignment after creation
Added stack count display to Unit inventory tab
NRE fix for the AI Settlement not having a level
Fixed settlement info widget exp slider NRE
Non-player controlled settlements set their initial level in OnCreate
null check all the things
Fixed ProvidesRequiredItem not using its modes properly and just relying on a messy if else check against blackboard contents.
don't use prehistoric vpk.exe
Cleaned up entity view fog management
Stick harvesting now has same goal momentum as stone harvesting.
Stick harvesting has wood gathering job.
Moved general gathering module down in priority
Corpse stockpiling moved to cooking module
Fixed Unit.Items.TrySwitchHands not checking whether the other hand can take a new attachment
don't require attachment points to harvest sticks
Fog of war state checks in some overlay UI
Scoreboard only visible when tab is held down, bg blur
Target filtering does "cheap" taxonomy filtering before counting towards the max total entities
Stockpiling AI improvements
replay command delays, more replay debug logging, more bug chasing
added coach cap, coach whistle and coach headset prefabs, textures materials and coach whistle effect. need to set up icons and finalise
Needs UI basics
Unit equipment only shows occupied slots
Create needs from crafting failure/blocked activity
Moved trigger evaluation to centralised tick in EntityManager
Goal failure activity can also create Needs for the unit, and remove them on next completion
Fixed needs display not initing