255,255 Commits over 3,990 Days - 2.67cph!
- Started storage containers
Added latest effect packages
Confidence in Decision consideration added. Not integrated with any DSE yet.
Break current goal in Agent.ClearGoals
Don't complete sit/sleeps
Added admin.serverinfo
Added admin.bans
LogType.Assert is handled
console.tail + console.search return json
Units drop all items on death
Entity.PreDestroy re-parents any child entities
Scrapped the building construction states and skins system, driving new animator building stuff from construction completion %
Define earner value in definitions
split up tent basic into anim and setup a controller
bld_TentBasic constructionComplete
starting tent basic building setup
I dont know why this is a merge
Changed BuildingStates enum bitshifting to not use power of 2, seems to fix our filering
Dreadora - Rig update, 1st pass skinning
Removed debug log in Building, added None value to BuildingStates for testing
Added bar / Igor effects
Removed DOF on CC court
created elvis_special_speakers for hero special
-buildings now build, and they also take the time specified on them.
Construct Interaction and Action tweak
- Entity tracking + container stuff
- Island stuff
Water treatment plant backup
Tweaks to Sleep weights.
Unit+Items reports error when attachmentpoints was null (breakpoint on error log in here until we catch the error please @maurizio @billowe ).
Test for NRE on attachment points for items (they seem to sometimes be null).
Adding another replacement attempt to unit personality's GetBehaviourDescription.
added dylan's igor2 effect
- Some audio stuff, selection stuff.
starting and stopping sleeping is no longer quite as bad
Fixed weather not changing properly
A bunch of tweaks to managers, removed "is debug" scene toggle crap
Added WeatherParticles component, a quick hack to disable particle FX in children based on wetness value of incoming weather
- Increased people collider size
- Cloud tweaks
- Disabled some debug spam
Water treatment plan level design update wip
Trainyard backup
Wall prefab addition
improved clipping of female clothes
- Added a couple of people sound effect files
- Reexported music to remove silence at start
people play hammer animation when building
- Resource harvesting stuff
- Stat transfer modifier WIP
- More resource gathering stuff
- Reworked the way stat mods work
Increased sleep energy gain rate
Sleep disables DM, clears goals
Removed graphics option for water
Added sabertooth to temperate spawn table
Added bushes to temperate decor spawns, also re-exported and fixed naming to play nice with our SPM processing
Added SMAA to graphics options presets
Fixed ActionChains not taking new elements
FOR FUCK SAKE tweak flame particle
FOR FUCK SAKE fix error in left punch attack
Fixed bug where EntityName would sometimes be null due to wrong test in Entity's implementation of that property.
Updated mine special. Added pushback / health damage
- Actions now have a Begin and Cancel functions
- Actions can now be queued with shift