199,242 Commits over 4,140 Days - 2.01cph!
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Fix for error if player gets a welfare notification right as they die.
Fixed a party invite ability not being marked as ai only
Merge minor Character cleanup to trunk
Merging character refactor changes
Merge my character refactor changes
Tweak large gate sounds to match new anim speed
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed playtest InfoMessage bug reported by Ryleigh.
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
buckle up - merge into main
workbenches, sheet metal door, research table default blueprints
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Double armoured door research scrap cost is now the same as single
DSE.DebugConditionResult tweaks
unit panels now react to change of selected unit
right panel is now always hovered unit, left panel selected unit
Fixed object motion blur ignoring transparent cutouts
Season TemperatureOverDay curve is normalized in editor
Tweaked human temperature tolerance.
Body temperature will now tick much slower.
Fixed checksum being unset when world cache is disabled (editor)
Biome seasonal data sorts weather types by weight
wip new unit card ui code
Fixed season temperature curve not saving, adjusted curves
clothes have much better insulation stats now
renamed tutu to tunic
added a small punch scale to selected unit panel
added category headers to unit info panel inspector
hooked up health bars (not coded yet)
swapped unit panel health and damage fill names around
Ice lake topology map fixes / fixed positions on clutter floating above the ground
Scene work.
Scene cleanup.
Driftwood yield makes more sense.
Min and Max Temperature are now driven by the weather wrapper in each season.