255,126 Commits over 3,990 Days - 2.66cph!
Fixed player commanded click dirt FX sounds not playing (BEFORE-477)
VisualFX can now override volume and pitch for their sounds
VisualFX picks random sound from the list of clips on each play, not just in Setup
Removed GenericEntity (was only used for player commanded "goto" smartobjects)
Replaced player movement command with an Ability that reads from Blackboard Position
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More logging for rig bone caching
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
DataBrowser: Interactions grouped by restriction
Interaction : Add To Machine is now player command restricted
AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
If we're feeling aweful, we might have hateful thoughts about someone.
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
Fixed rig error when prefab pre process is being called twice
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
Fixed campfire and furnace particle effects playing on spawn
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation).
UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc
Removed Scene component, we don't need it anymore
Tribe create scene fiddling, camera tweener
Touched most scenes (removing component)
More World/Grid init order shuffling
Zone size takes into account multiple terrains
Car impact detection working on the client now
Refactoring world/season stuff, data
Zone stores lists of Decor/Group spawns
Fixed missing skidmarks tex
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
old bone armor no longer drops
First iteration of adding deconstruction of buildings (only applied to Small Wooden Hut for now).
Zones support multiple terrains
TimeManager exposes ranges for start datetime, as well as the days per year used to calculate our TOD scaler
Clean up pause/resume behaviour, MotionBlur is correctly toggled