255,073 Commits over 3,990 Days - 2.66cph!
Multi-stick gathering for fire WIP
people will now gather more than one stick at a time to add to the fire
cylindrical/hemisphere helpers that turned out to be unnecessary garbage and a waste of a days work
improved ore hotspot placement significantly
Fixed compilation error in rust/speedtree shaders
Adopt async terrain mesh generation for navmesh grid.
Yet another merge from main
Fixed bad event invoking causing bad bookkeeping of interaction position counts
DebugPanel_Navigation shows blocked IP as object field
Added "Near Building or Immovable" Or Condition used in Human/Building/Process Item For Building GP
InteractionPosition.OnTriggerExit tweak
SmartObject.GetNearestUnoccupiedInteractionPosition will return the IP that the unit is blocking, if possible
Various building AI tweaks
Fixed Ambient Temperature Is Cold curve being the wrong way round
Removed old animator trigger from desires widget
Desires Widget no longer deactivates after a timeout
Increased AI tick rate to 20 game seconds (was 10)
OverviewMap lerps scattering density
Reduced map camera edge scroll speed
IsCarryingRequiredTool checks that we have a a free hand
No longer clear desires when issuing move commands
building in rooftops, created lift entrance, created backs to buildings
AsyncTerrainNavMeshBake for Pål
Campfire interaction positions
bin models/Prefab/Textures
Fixed warehouse exit in LS
refactored Session.StartNew to consolidate it with StartNewFromExisting
Zone component can optionally define a default game mode for playing the scene in editor
updated building shader to be a bit more organised
Adjusted building decay formula, exposed global durability multiplier in game config
Keeping up to date with main
Navmesh grid running new terrain navmesh.
Disabled entity pooling on ore hotspots (SimpleFlare clusterfuck)
Fixed campfire missing upgrade mapping/data
Fixed TribeSpawner.OnValidate not properly supporting multiple buildings of the same prefab due to name in hierarchy not matching that in the data lookup
Enabled entity pooling on ore hotspots
Don't load skins into RAM with itemskins 0
Building decay info on the debug panel
Debug panel icon support
desklamp models/Prefab/Textures
slider all the things.
game modes now define the start hour as a float for super precise start times
Temp fix for DrawMeshInstanced ArgumentOutOfRangeException from FoliageDisplacementManager
Buffed fear drain when no longer threatend
Some work on ai and navmesh.
Removed renderer_invalidate and collider_invalidate batching convars
Seasons use TimeManager.DaysPerMonth to calc their duration
WorldManagerConfig exposes transition time for seasons (hours)