255,023 Commits over 3,990 Days - 2.66cph!
DSE drawer tweaks (element counts, expansion locks when element count > 0)
In the middle of character conversion. Everyting is broken so using a different temporary branch.
RadialMenuWidget playing close sound on init
More InteractionPosition fiddling
UnitView/HumanView gating tweaks
BuildingView hacky proxymesh thing for placement validity vis
VicinityEffect is a default component for Building
Added experimental NavMeshObstacle carving setup to InteractionPosition, may cause fuckery
good weather trigger values
Fixed some Effects caused by witnessing the death of group members/friend showing in the UI and having the same override name
BaseBehaviourPlanSettings.OnValidate also validates DSE
Removed missing/nulled condition in Ability.Collaboration-Talk(Recipient)
Fixed EvaluateConditions typo in DSE
Expose values in WeatherMeasurementDrawer
Better values for weather triggers
WeatherMeasurementDrawer fixes
I made bad things, pls fix bill
Made "can statistically socialize" base itself on the generic statistical model.
Added genericl statistical model variant.
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Added log when server is fully started
Sticky gizmos for deferred decals
Placeholder illness effects.
Updated Raknet and added exposed network sim stuff.
Fixed duplicate sound bundle type in Unit.Bear
added small stick in the style of the big sticks
updated big sticks to have better shading
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
Automated Linux DS Build #14
painstakingly moving decals into my prefabs without gizmos :'((((
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier
remade big stick view model from 5 varients of sticks that made up wood building 01
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
Automated Windows Build #14
Automated Linux Build #14
Convex hulls models for prevent building volumes
Setup & prefab update
Splitting Collaborations related AI behaviours into distinct modules
Fixed AIDebugger calling TimeManager before it exists
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Coarse slope blur all channels for now
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE