193,446 Commits over 4,079 Days - 1.98cph!
Options widget genericness, UI scale option
managed to get some ai stuff cleared, can add to it now.
trees wobble while being chopped is now based on sin curve rather than ever decreasing random values
Temperature level correspondance with temperature values is now exposed in WorldManagerConfig.
Changed the values to be a bit more reasonable.
people can actually have more than one personality
Started refactoring contract stuff
Base UIWidget canvas support
Updated Asset Bundle Splits
Updated Game Manifest
Scenarios now define a single primary objective and optional secondary objectives that are either concurrent on sequential
First attempt at EAC removal.
Fixed stray UnityEditor directive in AbilityCommandGenerationMethods
Added loot to most buildings.
Can now ignite an unlit igniteable while holding a lit item (previously only the opposite was possible)
Body hover locations now scale correctly
{BLACKBOARD_ITEM} keyword can now be used on goal plans
Added an extra indicator when placing items to indicate where an item will go and what it's rotation will be (outline material used for building placement is hard to see on small items like torches/baskets)
Can now specify on a placeable item whether it can be rotated, defaults to true and marked torch and basket as false (rotation has no impact on these)
Restored 2017.2 DXT5nm shader corrections
Fixed being able to trigger place item on something that isn't held
can hover over body part in inventory to see local protection
removed a bunch of unused damage types from armor display
can wear bandana with bucket helmet and wood armor helmet
Items now store if they were placed when saving, fixes placed items getting physics enabled after loading a game
Added baskets to the advanced crafting unlock (reach apprentice whittling)
Added a missing ProtoInclude for PersistedIgniteableData
Removed some un needed UI,
basic game loop implemented.
Fixed some hair materials not replaced when switching between player seeds
Cleared a couple of heap allocs
More cleanup/refactoring of manager singleton stuff
ugly ass solution for bulletproof window gibs
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)