201,020 Commits over 4,171 Days - 2.01cph!
Automated Windows Build #427
Moved more SkinnedMultiMesh stuff to prefab preprocessing
TimeManager.DateTime is constructed on demand, using second/minute/hour from TOD and scaled values from the internal dateTime field
Automated Linux DS Build #427
DebugTools shows full dateTime
TimeManager exposes ranges for start datetime, as well as the days per year used to calculate our TOD scaler
Clean up pause/resume behaviour, MotionBlur is correctly toggled
Zones support multiple terrains
First iteration of adding deconstruction of buildings (only applied to Small Wooden Hut for now).
old bone armor no longer drops
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
Fixed missing skidmarks tex
Refactoring world/season stuff, data
Zone stores lists of Decor/Group spawns
Car impact detection working on the client now
More World/Grid init order shuffling
Zone size takes into account multiple terrains
Removed Scene component, we don't need it anymore
Tribe create scene fiddling, camera tweener
Touched most scenes (removing component)
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation).
UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Fixed campfire and furnace particle effects playing on spawn
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Fixed rig error when prefab pre process is being called twice
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks