200,863 Commits over 4,171 Days - 2.01cph!
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Missions handled disconnection on client
Fixed quit
Fixed text chat
Slide/jump decal textures
irradiated sacs textures
Updated Beep - Workshop changes
Updated the whatsnew file
Split DSE debug into partial, renamed some odd methods
Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI
Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation
WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers
PlayerController refactored to deal with interaction and ability evaluation
RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer.
Fixed NRE in UnitView.IsTurning setter
WIP on batching and runtime.
Added an influence consideration to animal food AI
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release
Abilties and Interactions are correctly hidden in the UI when appropriate
Default target abilities actually work
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
DSE shouldnt be Serializable
Formed some opinions on threat map caching
Fixed missing default abilities on Player prefab
Player default commanded Ability is SetCombatTarget, not Attack
Renamed Social "Abiltiies"
More work on building construction and it's requirements.
AssetMenu and AssetListDrawer only show groups of asset types when the group contains more than one asset, otherwise it just that asset
People can no longer talk to random objects
Fixed NRE when trying to open the radial over the campfire and potentially other entities
Dummies are now herbivore
Fires have a smaller heat range
Removed dummies spawner from testbox
Alert FX doesn't lag or behave weirdly anymore.
Didn't add a sound to the alert FX, I don't know what you are talking about.
SceneSaveHook isnt stupid. Build settings no longer contains 57 copies of island4.
Construction requirements can now be specified by both generic material types and specific items.
Small Animal Skin Tent now require wooden logs.
Merged from branch (Building Construction Requirements can now be specified by generic material types AND specific types of items, eg wooden logs).
Removed redundant sound emitter.
Sleeping tired conflict.
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable
VisualFX can specify the AudioSourceType for any sounds they want to play
EffectVisualFX can specify a UnitSoundType
AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
Territories should now be less massive
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
Sleep FX scale mod + offset save
Basic car audio in and working. Just needs some tweaks.