255,116 Commits over 3,990 Days - 2.66cph!
Territories should now be less massive
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
VisualFX can specify the AudioSourceType for any sounds they want to play
EffectVisualFX can specify a UnitSoundType
AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable
Removed redundant sound emitter.
Sleeping tired conflict.
Merged from branch (Building Construction Requirements can now be specified by generic material types AND specific types of items, eg wooden logs).
Construction requirements can now be specified by both generic material types and specific items.
Small Animal Skin Tent now require wooden logs.
SceneSaveHook isnt stupid. Build settings no longer contains 57 copies of island4.
Alert FX doesn't lag or behave weirdly anymore.
Didn't add a sound to the alert FX, I don't know what you are talking about.
Removed dummies spawner from testbox
Dummies are now herbivore
Fires have a smaller heat range
Fixed NRE when trying to open the radial over the campfire and potentially other entities
People can no longer talk to random objects
AssetMenu and AssetListDrawer only show groups of asset types when the group contains more than one asset, otherwise it just that asset
More work on building construction and it's requirements.
Player default commanded Ability is SetCombatTarget, not Attack
Renamed Social "Abiltiies"
Fixed missing default abilities on Player prefab
Formed some opinions on threat map caching
DSE shouldnt be Serializable
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release
Abilties and Interactions are correctly hidden in the UI when appropriate
Default target abilities actually work
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
Retired ItemIdentity (no longer used, removes a bunch of overhead)
Fixed various issues with player model pooling (still disabled by default)
Added an influence consideration to animal food AI
WIP on batching and runtime.
Split DSE debug into partial, renamed some odd methods
Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI
Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation
WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers
PlayerController refactored to deal with interaction and ability evaluation
RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer.
Fixed NRE in UnitView.IsTurning setter
Updated the whatsnew file
Updated Beep - Workshop changes
Slide/jump decal textures
irradiated sacs textures
Missions handled disconnection on client
Fixed quit
Fixed text chat
Reset lerp smoothing whenever entity lerping is snapped to the end point
Initialize lerp start position whenever entity lerping is started
Added Item Requirements to as part of the Construction Requirements for buildings, that they can both have generic material requirements, but also more specific item requirements.
Incompatible traits are now taken into account when setting up traits
fixed minimap to create icon if minimap startup is delayed