193,637 Commits over 4,079 Days - 1.98cph!
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
Removed some commented code
Fixed Unit views not being correctly parented/zeroed to their entity
Fixing more entity scales
updated all entity view prefab scales
Tweaks to EntityView creation and setup, with better scaling support
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Controller updates, changed lots of effects to use parallel actions
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
EntityView prefab min scale
- Added IslandContainerEvents to position people when they're transferred to an island
- Sea travel and island tranferring works but is pretty janky
Disabled "drop undesired item" goal until we can fix it
DM no longer disabled durin sleep
- Added ContainerUtils.TransferAllEntities
- Added ActionTransferContainerEntities
- Vehicles now unload all their entities to islands (but not visually yet)
- Fixed some control bugs, reworked a bit of interactions. Needs clean up
- Added SeaInteractable
- Added World.GetFloorPosition to get the height on island or sea level
Automated Linux DS Build #241
Automated Windows Build #241
Automated Linux Build #241
Fixed a couple of compile errors for newer versions of clang
Merged slightly improved OSX text rendering from upstream (needs improving, still terrible)
OSX fonts are now registered for extended char range
Fixed anti-aliased OSX fonts using pre-multiplied alpha
Waterfall material is opaque because fog
Bunch o' data tweaks
Lots of things (I'm too tired to write a changelog)
Unit.IsMoving checks current speed vital
Fixed UnitMovementSpeedTrigger not working properly
Added interactable rock items to the cliffside spawns
DesireConsideration never fails, but just outs 0f if no matching Desire was found
Units start with a default body heat gen value of 1..
Removed throw attack from spears
Removed StatisticalModel data type, cleaned up considerations a bit
Effects for each movement mode
Unit collection stat boost tinkering
Added Mood VE to the fire
Invert IMAvoidThreatAtCurrentLocation response curve
AttackTarget resets movement mode on break
-reimported stats, they broke
Data tweaks
Removed unused MaxSafetyNeed and InverseTemperature considerations
Added SitByFire GoalPlan under Social / Socialise
-CarryingAnything condition fixed, in turn fixes Deposit To Building so it actually works
Forgot an #if UNITY_EDITOR
-trying a new 'Deposit to building' goal