19,298 Commits over 1,614 Days - 0.50cph!
The Small Wooden Hut is now in the starting pool
Knife renamed to HandAxe, now in starting pool
Fixed a bunch of bad skills data on items
Skill Use refactored and hooked up to buildings
a bunch of SF shader fixescompile fixes and amplify AO upgrade
Shader variants, TOD reflecton/ambient update tweaks, camera culling experiments
I suppose I should remember to keep the branch up to date with main :-P
disconnected light wrapping for now to stop the weird white at night bug
Code is compiling again, time for some cleanup and get rid of deprecated stuff (some things might be lingering in the execution path still, so will have to do this before I merge to main).
Building AI Module tweaks
Relationships are hard work!
A good time to merge from main.
Merged Relationship Opinions branch to Main.
Improved hack in Senses a bit, to update the AllyRival opinion value when we already have a defined relationship with the unit in question.
Made ConditionSettingsWrapperDrawer sexy and use AssetMenu
Make ConsiderationSettingsWrapperDrawer great again
Fixed InteractionTriggerSettings NRE
Formed an opinion on escape key usage.
Formed an opinion on janky speed controls
Quitting is now an option
Formed an opinion on how to fix the time controls in a more satisfactory manner.
put the animator bool name back
AphaRaycaster from the asset store cause I'm too lazy to make it work myself. Yay
Radial button prefab error fix
Fixed movement order FX not working for all selected units
Added Event music bundle for tribe member death + trigger
Relationships debug actually shows us data
TribeMemberActivityTriggerSettings flagged Music
Fixed event music only working once.
apparently I made changes
AI Designer can now filter module list by a selected Unit and displays module listing in the editor sidebar.
Also a bunch of other misc editor fuckery.
Things now show up in the data browser again
Combat Ability selection tweaks
tweaked some weapon ranges and procs
Fixed Sleep Time
Tweaks to Sleeping and Breeding
Blocker is now on blocking layer
CorpseCreator logs error when Item has no corpse component
Fixed Item "Generic Corpse" not having the Corpse component
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Added a Dummy spawn to testbox
Foldable combat ability drawer