201,115 Commits over 4,171 Days - 2.01cph!
Fixed CollaborationRecipientIsWaitingForSync incorrect state
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE
Coarse slope blur all channels for now
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Fixed AIDebugger calling TimeManager before it exists
Splitting Collaborations related AI behaviours into distinct modules
Convex hulls models for prevent building volumes
Setup & prefab update
Automated Linux Build #14
Automated Windows Build #14
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
remade big stick view model from 5 varients of sticks that made up wood building 01
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
painstakingly moving decals into my prefabs without gizmos :'((((
Automated Linux DS Build #14
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
added small stick in the style of the big sticks
updated big sticks to have better shading
Fixed duplicate sound bundle type in Unit.Bear
Updated Raknet and added exposed network sim stuff.
Placeholder illness effects.
Sticky gizmos for deferred decals
Added log when server is fully started
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Added genericl statistical model variant.
Made "can statistically socialize" base itself on the generic statistical model.
I made bad things, pls fix bill
WeatherMeasurementDrawer fixes
Better values for weather triggers
Expose values in WeatherMeasurementDrawer
Fixed EvaluateConditions typo in DSE
BaseBehaviourPlanSettings.OnValidate also validates DSE
Removed missing/nulled condition in Ability.Collaboration-Talk(Recipient)
Fixed some Effects caused by witnessing the death of group members/friend showing in the UI and having the same override name
good weather trigger values
UnitView/HumanView gating tweaks
BuildingView hacky proxymesh thing for placement validity vis
VicinityEffect is a default component for Building
Added experimental NavMeshObstacle carving setup to InteractionPosition, may cause fuckery
More InteractionPosition fiddling
RadialMenuWidget playing close sound on init