255,110 Commits over 3,990 Days - 2.66cph!
Upped momentum drain rate on herbivore food goal plans
Corpse is now using DateTime for rotting and decay timers.
WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime.
Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.
BehaviourChain elements can now be conveniently collapsed in the AI Designer
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
Skinning animation loop time import fix again
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
renamed erroneous "objects" in hub to proper names and added to scene
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around
Removed all multi-select functionality from the PlayerController
removed old cones on under_construction barrier and hub. added separate cone prop. reexported barrier and hub. Removed helpers from hub.
remade tiremark material, reexported central hub with rotated points and separated cones
Switched scene to use new layout, added hub entrance, moved mission points
Removed deprecated mode from MachineCanProcessItemSettings... :-P
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
Spears should be crafted from Big Stick.
rock flat texture set (for cave floors)
Put Corpse on Fire should be an Interaction executable for the player.
Apparently I modified the bleeding effect
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
Just added some comments to Interpolator.cs for my own benefit
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Fixed potential NRE in GridManager.UpdateEntity
UI sprite import settings, menu UI tweaks
Removed BaseEntity.Transform and replaced all usage with BaseEntity.View.transform
Graphics options cleanup, menu UI fiddling
Swapped anti aliasing for the other version from cinematic effects, which has no artifcating and less jitter? ;|
Started on the runtime batching.
ResourceSpawner allows spawning things without view prefabs (grazing areas)
Player camera component order
Fixed Effects created by Dispensers not being correctly added to the Unit interacting with the Dispenser, but instead being added to the Dispenser's parent entity.
Island 4 noodling
Ignoring some local third party
Fied potential NRE in Effect where Entity.Stats was null
ECS tick back into main update loop in EntityManager, not LateUpdate
Temporal AA tweaks
Disabled MotionBlur
Fixed bad import settings on human_anim_skinning
Fixed Senes not book keeping perception data properly
Fixed NRE KnowledgeOverlayWidget
Fixed NRE in DebugTools Relationships display
Fixed SceneSaveHook being stupid
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook
Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
ActionSettings.TickImplementation now abstract
Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker
Senses uses Dictionaries of perception data rather than FixedArray
Broadcast TOD in playerlist