199,528 Commits over 4,140 Days - 2.01cph!
Removed grid pattern from snow height map like the artist I am
Added PickUp interaction to the Comsumable SO template
Fixed a crash problem with all PhysObj functions when called on invalid PhysObj
- Added Unit Flags system and Actions to Get/Set them.
- Added UnitFlagCondition
- Death Effect reworked to check/set flags so it only gets triggered once
- Added Starving effect applied when Hunger reaches 0
- Fixed Unit.View.Animator NRE
- Fixed NotificationsWidget not firing when Activity is added
- Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name).
- Asset types are now shown in ReordableList elements in the editor
Adds/Deletes/Moves I forgot to tick like a dumb dumb
- Added basic fail state, when the player's tribe dies out, we pop a UI modal
- Fixed ActionChain constructor not assigning hashed_id of the EffectSettings
- Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times
- Fixed PlayerCamera still taking input when UI in Modal state
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
Nixing heirarchies on some assets, added (CON) tag to the campfire stones base
DS Console text is different colour if server is debugmode
DS Console has current map name
Terrain parallax in bundled builds
- Added DepositToBuilding and ConstructBuilding actions
- Added Construct and DepositToBuilding Intercation chains
- Player can place campfires by right clicking on the ground (without a unit selected)
- Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build
- Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units).
- Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
- Items deposited in buildings are deactivated
- SmartObject EnabledInteraction now adds the interaction if it is not in the list
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FOR FUCK SAKE shaderforge 1.16
FOR FUCK SAKE replaced SSAOpro by SE SSAO
!A missing shaderforge folder
Switch to built in analytics
Added sqlite to native libraries
SQLite bindings + unit tests
Moving testtools to the editor folder
Renamed "Water Reflections" to "Water Quality" in tweaks UI
Fixed water2 on OSX/GL; also fixed border mesh disappearing on restart water
Added max bounds to water displacement [AMD freeze]
Added water1 fallback when Water Quality set to 0, water2 when 1 [AMD freeze]