200,010 Commits over 4,140 Days - 2.01cph!
Fixed potential NRE in CraftItemSettings related to Skill usage
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
ItemDesire fulfillment checks test whether items are unlocked
forgot to update whats new txt file
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
Apprently argument names fucked the compile
Effect descriptions only generated on demand
Effects data tweaks
fixed players not being able to move after being hit with force push, and turned back on player names
Removed unnecessary cooldown from Combat
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
Hopefully fixed units not correctly being removed from the perceived units list
FIlter sets data doesnt use a base type, added dropdown field attributes for data types
Commented out combat ability selector debug
Added a timestamp to GPV change debug log
Merge from dungeon_art3
Main camera update (missing Deferred Mesh Decal Renderer)
Lighthouse ladder volumes
Network++
Merge from dungeon_art3
Main camera update (missing Deferred Mesh Decal Renderer)
Lighthouse ladder volumes
Network++
Spawn population/handler tweaks. FishTest spawner
Renamed smartobject_test to Testbox
Reorganised scenes folders a bit
Deleted some old test scenes
NavMeshAgent radius now set in data.
Base Attack Range cannot be smaller than the NavMeshAgent radius.
Herd animals now form collections if they can't find one to join
Agent comments re player behaviour additive override
IsWithinPerceptionRangeSettings assignment fix
Unit Feels Threatened perception tidy up
UnitCollectionEditor tweaks
Added Deer collection
Dropdown attributes on some unit ecology data fields
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max.
Added exponential and inverse exponential functions.
Fixed Unit.Items.TryStowHeldItem returning false when it shouldn't
"Select Weapon to Stow" checks whether the item is held
Removed arm and head attachment points, added secondary back slot
Human prefab updates
Emotes.ChangeClip bool assignment commented out
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Automated Linux Build #420
SceneSaveHook fixes
More scene orgnisation
Making sure all animals have groups
Automated Windows Build #420
SceneSaveHook fix and BuildSettings updated
Automated Linux DS Build #420
Fixed some shitty editor layout with asset dropdowns and stat type selections
Fixed Tortoises being spawned improperly, added some hand placed spawns to island01
SpawnPopulationSettings supports Units properly
Removed old Unit spawns data
Sound reverb, train tracks, rubble for the mine network.