255,038 Commits over 3,990 Days - 2.66cph!
Clear command toggles before reseting the toggle's state
Tribe creation toggle/choices improvements
Correct projector position
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Emotes caches animator state info for controller override switch, same pattern in WearableSlot to fix animation jump when rebinding the rig to new skinned clothing
Added PointerTweener helper script to simplify common UI tweening setups
Tribe create toggles WIP
Fixed MenuUI not setting modal state
Fixed PlayerCamera RTS Module edge scrolling being fucked
Made UIScreen transitions more robust
Let's display the new fields for Burned state of the CorpseParameters in EntityComponentLayout.
Cook Corpse process can now burn corpses.
Optimized terrain carving triggers (better projectile and player culling performance)
InteractionPositionStates move/rename. Clear NMA warp test
Fixed forced Decativation of UIWidgets causing bad tweener states
InteractionPosition toggles NavMeshAgent.updateRotation too
Added Gequal, Equal and Lequal utility helpers for floats when we want to compare with a precision to int conversion, because comparing floats can be icky.
Swap warp/update position in InteractionPosition.Clear
Re-enabled NavMeshObstacle blockers in Collaborations
Reset hair movement setting
Hair material lightwrapping/transmission reduced
Made radial menu and player controller relationship less shit
First iteration of preventing eating off of corpses that's in a machine process. Can't test due to "pickup corpse" not being available atm.
Fixed a couple of interactions being exposed to player
Being attacked condition should now take into account units targeting as well as actually attacking
Added age back in. This could've been pointless.
Task.FeedTheTribe triggers when the average Hunger need > 0.3
stealth idle improvements and added to effect stance stealth
added isStealth bool to toggle hooked up to stealthy looking idle anim when we are in stealth mode
Automated Linux DS Build #15
Automated Windows Build #15
Automated Linux Build #15
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
Character conversion continues
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups
Automated Linux DS Build #435
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Automated Windows Build #435