19,298 Commits over 1,614 Days - 0.50cph!
Glacial island starter height and snow mask. 16x larger than 0001, dear lawd.
Agent's clear their internal decision log at the start of each tick, DecisionLog copies them post tick, no longer tracking tick count in AgentManager (improves decision logger behaviour)
Data
TimeValue attribute/drawer
DesireEx, description text, a little Unit cleanup, effect list in Unit detail view and some other things I forgot
Found a workaround... geez
Fixed empty lines in unit detail view UI fucking up the layout
Fixed terrain meta paint mode switch causing crash and/or pink terrain + PPtr warning spam
Fixed terrain shader becoming white after switching paint mode
-new MusicManager
-fixed tags not really doing anything, to now track any change in the tag-situation, switch music accordingly, and pick the right tagged tracks
-preventing same tracks from repeating (currently checking the last 3 tracks played)
-switching songs when conditions change, such as day becomes night, or weather changes
-supports randomly occurring silences, when a track finishes, dictated by a percent chance and min-max duration (and not having just played a silence)
-tracks now properly fade to silence when switching due to tag-changes (which never really happened before, I think)
Some improvements to the pool.
Added first iteration of Child Play. We lack the two Goals needed for the "idle" behaviour that the members of the group is given (creator dances, everyone else is cheering).
Fixed a bunch of combat issues
Merge from parallel actions
-minor Camera improvements:
--reverted/retouched my changes to zoom which were making it feel worse
--camera doesn't keep taking button input when orbiting, which would cause it to move randomly when stopping orbiting
NavMeshPathEx
DistanceConsideration has UsePathfinding option
TribeStart area tweaks, people spawn with low energy now
Moved species movement speeds and acceleration values to Attributes
-added a GetRandom() for FixedArray
-made MusicManager reuse a fixedarray for music tag searches, and the same object for silences
Pre-moving and breaking shit.
ActionChain tweaks
Fixed human sleep and sitting anims having Exit Time transitions where they shouldnt do
Fixed Decision Log not showing behaviour information, improved heirarchy of Rest and Warm Up goals data
Tweaked audio mixer a bit to bring up ambient again
Metas apparently, sup petur
water_body shader tweaks
fixed units not sprinting properly
Fixed bug where EntityName would sometimes be null due to wrong test in Entity's implementation of that property.
Fixed ActionChains not taking new elements
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
Sleep disables DM, clears goals
Increased sleep energy gain rate
people play hammer animation when building
improved clipping of female clothes
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
starting and stopping sleeping is no longer quite as bad
Adding another replacement attempt to unit personality's GetBehaviourDescription.
Test for NRE on attachment points for items (they seem to sometimes be null).