255,038 Commits over 3,990 Days - 2.66cph!
fixed players not being able to move after being hit with force push, and turned back on player names
Effect descriptions only generated on demand
Effects data tweaks
Apprently argument names fucked the compile
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
forgot to update whats new txt file
ItemDesire fulfillment checks test whether items are unlocked
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
Fixed potential NRE in CraftItemSettings related to Skill usage
Fixed missing lighthouse material
Fixed entity physics toggle failure
UnitSpawner "base" building is actually optional
Added UnitInteractionState behaviour to all relevant states (item switching)
Updated version of lighthouse, mostly done with exterior and wip interiors
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
NRE catches in UnitView Update/LateUpdate
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
added emission textures for simple town buildings. Tweaked TOD settings and camera settings. Added AO to camera. Added lights to street light prefab.
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
Set Human basic attack to use correct skill
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Merged from Socials branch (Breeding).
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
missed from last checking, tortoise idle (hasnt really changed)
tortoise rename
morphs to nutition
More Colliders, scene update
Merged from main to keep branch healthy.
ExitAct in Social works now, which removes the module of the act.
EnterAct for next act in chain of Social works now.
EndSocial works now, which removes all participants and destroy the Social entity.
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
Fixed more skill usage data
Fixed Resource interaction skill usage
Breeding now works, but have to set up callbacks to catch when we should exit an act (and in turn a social) that we can properly uninstall act/role modules, and continue the chain of acts for a given social to solve more complex socials.
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Merge from main and fix ghost mission send player list function call
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Sewer chimney blocks LODs and prefabs
Modified the decal surface to allow position change before painting