255,296 Commits over 3,990 Days - 2.67cph!
storage containers spew contents when ground is missing
Fixed accidental item grant
Added building prevent_building colliders to barricades
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities.
Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
wood chestplate uses wood protection (was using wolf, derp)
TrackIR bindings now only log errors
Fixed some PlayerInput code being executed for every player (instead of just the local player)
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
added clouds to art respository, updated max file
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
meta files / half res tweak
tier 2 furnace brick texture sets
prefab update with build volumes and crate spawns
Added head tracking to PlayerInput
Started work on Group+Knowledge and Tribe+Knowledge.
Cached a lot of the common Consideration lookups at the Group level.
Optimized Value of Harvest Consideration.
Fixed issues with SpeciesSettings.GetViewPrefab
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Maybe forgot to save a thing
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)