193,637 Commits over 4,079 Days - 1.98cph!
Fixed default interaction on berry bushes
Min and Max Temperature are now driven by the weather wrapper in each season.
Scene work.
Scene cleanup.
Driftwood yield makes more sense.
Ice lake topology map fixes / fixed positions on clutter floating above the ground
added category headers to unit info panel inspector
hooked up health bars (not coded yet)
swapped unit panel health and damage fill names around
added a small punch scale to selected unit panel
clothes have much better insulation stats now
renamed tutu to tunic
Fixed season temperature curve not saving, adjusted curves
wip new unit card ui code
Biome seasonal data sorts weather types by weight
Fixed checksum being unset when world cache is disabled (editor)
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Season TemperatureOverDay curve is normalized in editor
Fixed object motion blur ignoring transparent cutouts
unit panels now react to change of selected unit
right panel is now always hovered unit, left panel selected unit
DSE.DebugConditionResult tweaks
Double armoured door research scrap cost is now the same as single
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
workbenches, sheet metal door, research table default blueprints
buckle up - merge into main
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
Fixed playtest InfoMessage bug reported by Ryleigh.
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Tweak large gate sounds to match new anim speed
Merge my character refactor changes
Merging character refactor changes
Merge minor Character cleanup to trunk
Fixed a party invite ability not being marked as ai only
Fix for error if player gets a welfare notification right as they die.
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world