194,436 Commits over 4,079 Days - 1.99cph!
island 1 ambience stuff, time value drawer fixes
Selecting lot based on lot type
4 new cave blocks - models/hulls/colliders
TimeValue takes optional interval argument
Deleted duplicate bird_ambience_temperate file
Hooked up LotType UI. Saving/Loading info to proto too.
Avatar, Friends list hookups
Fixed Collaboration Execution AI Module bad UnitClass condition (was Is Human == false)
Collaborations positioning stuff tweaks, should stop people warping to crazy positions...
Collaborations tweaks, use distance instead
BaseEntity holds parent zone ref
Added Ambient Sound Player component
Dropping corpses that decay while carried, almost work.
made new tortoise corpse and applied it to tortoise
AI tweaks, people should hug and talk more often
People will drop all held items when they go to sleep (hack)
Various other misc tweaks ;x
Corpses now listen to depleted event on the dispenser, to better handle turning shit to dust and bones when there's no more to dispense.
made totoise better but goes invisible on death by disabing skinned mesh rendered \o/
Disabled UnitCollection gizmos to make frankie happy
Decay a corpse when it's dispensers are empty of shit.
VectorUtility cleanup (GetGroundHeight and Normal take override raycast height/offset)
Dispenser partials cleanup
Island1 navmesh has an ocean blocker
temp fix for attack and move that never got setup properly on the wolf and boar
limited corpse attachment points to Rshoulder only (was L+Rshoulder) to make the correct arm be raised
Renabled grass, moved tribe create scene, unload it after game start.
Biome editor fixes
Added foliage displacement debug (via terraintexturing)
Just removing some debug prints
Fixed my dumb errors, code isn't exactly gold but it works.
Fixed a bunch of stat manipulator ticking percentage changes of current rather than max
Disabled NavMeshObstacles in InteractionPosition
Groundwork for radial menu descriptions/failure strings. Needs keyword support, LOOKS BROKEN FOR NOW PLEASE DONT MAKE BUG REPORTS ;3
Removed scale from radial menu button animations
windmill no longer craftable
Fixed a bunch of issues with portrait rendering
Fixed tribe create trees not being picked up by tinting system
PlayerController.TickRaycast should always return early if EventSystem.current.IsPointerOverGameObject()
Applying modifier to decay speed should now work as expected.
Actions.CreateSocial NRE catch
Continued Activity fuckery
Finally fixed shit so one can add and remove a corpse from the fire with spit indefinitely.
Simplifying things (or trying to)
Let's get the order of resetting cook corpse state right, that we don't generate NRE on Complete().
More looting/containers/proto