224,638 Commits over 3,714 Days - 2.52cph!
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Fixed hair dye mat props affecting other mats (e.g. skin)
Added career tileset theme that gets applied in career screens.
Reworked some career processing/events.
wip stuff.
Ensure hair dye is picked consistently across different hair types
Lets not do that multiple times in a frame
Call HIghlighter.ReinitMaterials when we mouse over a unit
fixed lingering pause overlay
Fixed unclosable unit detail view window
Waits at least one frame after reg before vis test
Removed serialization tags from occlude dependency structs
fixed human anim bugs caused by unity REVERT when fixed
Show a mesh on interaction points when placing props
Staff WIP
Exposed raid sizes on the diplomacy parameters
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
Lots of sound tweaks and polish
Campfire/furnace ignite & extinguish sounds
Ceiling light on/off sounds
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
Updating more props to new InteractionPoint system
Clean up/remove old fader occlusion system
Cleaned up some now unneeded raid creation stuff
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
spawn objects added to buildings
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics.
This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
added building objects for spawners
Fixed definitions name lookup fuckery
Added new basic tutorial for building placement, role assignment (WIP)
Switched night time consideration to use the TimeRangeParameters system
Added PlayerPlacedBuildingTrigger
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time)
Raids should now happen at night
started splitting career and leage advancement into separate RunWeek and AdvanceWeek processes.
player match results now register results and update the player's team in the league.