248,615 Commits over 3,928 Days - 2.64cph!
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
merge from main/weatherambience
setup the player mecanim for 2handed sword animations
added the 2handed sword worldmodel prefab.
Added wood armor jacket and pants models, mats, and basic prefabs
Added roadsign pants models, mats, and basic prefabs
Removed cloth shirt from roadsign armor jacket model
More performance tweaks in DM, specifically ValueOfHarvestConsideration caching of smartobjects that have a Building component
Moved ConsumableEffect class out of ConsumableSettings and ported handling of them to Agent
Only SmartObjects with one or more free subscribtions are processed by DecisionMaker
Some minor performance optimisation in Building requirement related methods
Fixed decal shader on DX9
Fixed water2 screwed up on dx9+nvidia
First attempt at fixing water2 center patch frame delay (needs more hw testing)
Started on a Value of Harvest consideration, and created a new DSE "Harvest Score".
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Removed UnityEditor directive in EntityComponent
Reduced rotor blur opacity
Misc DM related stuff. Nothing actually working just yet.
Refactoring EntityComponentSettings storage in EntitySettings
Added new UI for EntityComponent management in BeforeEditor
Removed BiomeMaterialObject components from tree prefabs
Misc editor cleanup
Added minor safety cooldown to prevent multijump exploits
changed skybox to look more like concept, tweaked lighting and cloud colours. Added fogging. Made deuce scrolling ring smaller, added incidental animations. Tomorrow need to make new clouds
Updating collisions for some jump distances, allowing ladders on the structure, prefab scene update
changed steam item image url
organised tshirts
Adding models, materials and collisions for the monument
Tweaked freelook smoothing (use raw input, only smoothen when alt is released and the head snaps back)
Split BeforeEditorTab into a partial for easier working with ViewManagement code
Fixed bug with ViewMangement for Species/Entities with preset views
Moved Creation of SpawnPopulations out of Zone+Ecology and into BiomeSettings
Handle invalid item in load more gracefully
Spawn handlers created in Zone+Ecology no longer tick/respawn