19,298 Commits over 1,614 Days - 0.50cph!
penalty when targeting fleeing units
Disabled grass until we can make it good
Added keyboard camera movement multiplier to options
Cold and Freezing effects have proper insulation checks
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Always update unit fog of war radius
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
downed anim setup work (not finished)
downing anim trigger works but anim is bad
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
Combat debug panel shows targeting status
Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
disabled island02 intro director
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials
Instanced a few more materials
Physics timestep 0.04 at 1x speed
Fixed people gathering about a million sticks for the fire
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity
Enabled scenario system
Fixed button states getting stuck on main menu (was unable to switch between load game and game setup screens)
Added camera control invert options (tilt, rotate, zoom) and scroll speed multipliers
Round float slider values to 2 decimal places (options slider controls)
TribeStartArea on testbox_nospawns
Fixed error spam and black screen after skipping to morning when playing on large island (island2)
People should no longer sit by the fire all the time instead of building
Campfire gives a lasting insulation buff (30 mins after leaving vicinity)
Fixed Campfire's VicinityEffects being enabled on creation
Fixed NRE in VicinityEffectTrigger.ApplyToEntity (caused by entity already having the effect)
Effects editor work
Reduced base health regen
ECS tick no longer uses a coroutine
Added button to open effect in effects editor
Hopefully fixing mac builds
Disable fog of war while in cinematic cam (cutscenes, skip to morn etc)
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Building AI scoring tweaks
Work time consideration range expanded
When in combat people should now drop any person or animal that they are carrying
Fixed effects from campfires being removed improperly
Updated Facepunch.Unity
Updated PostProcessingStack
Agent desired target get/set method cleanup
Removed SetDesiredTarget.IsPlayerCommanded field, use action.IsPlayerCommanded instead
Unit.Knowledge will forget disabled or destroyed entities
Break behaviour and log if there is an invalid subscription
MachineProcess will disable entities on deposit, by defualt