202,101 Commits over 4,171 Days - 2.02cph!
Fix some server/client issues/mistakes
added avatarbody stone with 4 materials
removed range conditions from move to combat target AI to let the moving handle the range and perception checks
Skill gain and research contribution use intelligence as a multiplier (mapped to 50% - 150%)
Added game config button to data browser
[D11] Some logging/timing of console bootup times, to find hot spots.
made cherry on frosting hat larger, re-rendered icon, added hat_frosting material variations 4 and 5
don't clear active constructions list in Building.SetFinished
first, basic pass at daily challenge score updates
Woodcutting skill gain from cutting down trees.
Fixed NRE in TreeParametersEditor.
added Hat_Baseball_cap and rebuilt DB
only accept scores higher than a players' previous score.
wait until score breakdown has completed before showing score table.
[D11] Use cache server on jenkins and also add xbox
[D11] Pull the skinnables into the warmup bundle, and kick off the async load earlier. nb: this won't work with multiple map loads, but that's not possible right now anyway, will fix shortly. Also the async load stalls on the translation initialisation and possibly other file accesses, so these need massaging around.
Entity.GetSaveTable and Entity.GetInternalVariable no longer iterate over Inputs and Outputs
serverside load/saving of daily challenge scores from the temp db.
protobuf update.
Config cleanup, tabbed editor window
[D11] Add some client logging so it can explain why it disconnected.
actually save stuff when trying to save stuff.
[D11] [UI] added pined recipe, stance indicator, inventory space indicator. updated task list to fit mockup
[D11][UI] Blueprints in crafting screen full navagartble, ordered and scrollable.
Manifest updated for UI prefabs
Canvas scale between ingame UIs now the same
Fixed units not being properly managed during tribe create
Fixed tribe create untis not being highlighted, hover button persisting
[D11] [UI] New Frontend flow, must use D11_FRONTEND define
[D11] [UI] Removed a redundant button callback
[D11] [UI] Disabled 3D backdrop including when skip to title is disabled (3D backdrop is heavy WIP - only used for testing currently)
[D11][UI] Disabled original crafting and inventory transitions to allow new transitions to play
Player movement supports parenting
Network lerp supports parenting
Added parenting trigger
Added hovering test platform entity
some arid stuff, nothing good
unbroke prebroken terrain material
temp fixes for sorting issues
Fixed stupid code making settlement exp from skill gain always be 1
OnValidate will set the first interaction position set to default if there isn't a default.
Misc interaction position data.
fixed player model speed being wrong when parented