200,686 Commits over 4,171 Days - 2.00cph!
Added interactable rock items to the cliffside spawns
DesireConsideration never fails, but just outs 0f if no matching Desire was found
Units start with a default body heat gen value of 1..
Fixed UnitMovementSpeedTrigger not working properly
Unit.IsMoving checks current speed vital
Lots of things (I'm too tired to write a changelog)
Waterfall material is opaque because fog
Bunch o' data tweaks
Fixed a couple of compile errors for newer versions of clang
Merged slightly improved OSX text rendering from upstream (needs improving, still terrible)
OSX fonts are now registered for extended char range
Fixed anti-aliased OSX fonts using pre-multiplied alpha
Automated Linux Build #241
Automated Windows Build #241
Automated Linux DS Build #241
- Fixed some control bugs, reworked a bit of interactions. Needs clean up
- Added SeaInteractable
- Added World.GetFloorPosition to get the height on island or sea level
- Added ContainerUtils.TransferAllEntities
- Added ActionTransferContainerEntities
- Vehicles now unload all their entities to islands (but not visually yet)
DM no longer disabled durin sleep
Disabled "drop undesired item" goal until we can fix it
- Added IslandContainerEvents to position people when they're transferred to an island
- Sea travel and island tranferring works but is pretty janky
EntityView prefab min scale
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
Controller updates, changed lots of effects to use parallel actions
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Tweaks to EntityView creation and setup, with better scaling support
updated all entity view prefab scales
Fixing more entity scales
Fixed Unit views not being correctly parented/zeroed to their entity
Removed some commented code
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Debug item spawn gets terrain height and is offset by 1
- Island Discovery
- Some notification stuff
- Island appearance stuff
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
Only add the +1f to debug spawn height for items
- Raft now moves faster
- Made trees easier to target
- Fixes
Box colliders on some item views
CollisionDetectionMode.ContinuousDynamic
Reset behaviour on wake up
Fixed river mesh shading in low quality modes
- Camera can now pan to a location
- Notifcation bubbles can now be clicked to focus the camera on the notification entity
Added big sticks to tree resource items