199,304 Commits over 4,140 Days - 2.01cph!
Added "Sleep Around Camp" Goal Plan to Human/Sleep module. Should reduce the amount of wild sleeping that people do.
Crafting & Building window lists show locked items
text, formatting and colour tweaks for turns 1-7
Pumpkins shouldn't crash the world anymore
Did some things but I forgot what exactly.
Crash chest.
Missing rugged leather leggings stats.
Add hair shader gui with copy/paste property buttons
Added hair sets for each race
Added hair dyeing (dark only for now)
Assigned race hair sets to respective skin sets
Removed hair dye variations for now
added attack state entered event.
more turn 7 wip.
turn 5 tweaks.
Fixed facial hair 01 not showing
Fixed non-TAA OpacityMask not hiding hair when set to 1
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
setup better effects for trees
Made all interactions on Trees non-positional and exclusive (distances may need tweaking) because having 20k interaction positions is eating a bunch of perf
Hapis launch site progress
Fixed eyebrow materials not getting replaced
Making sure we don't duplicate obj motion vec fix
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)
ugly ass solution for bulletproof window gibs
More cleanup/refactoring of manager singleton stuff
Fixed some hair materials not replaced when switching between player seeds
Cleared a couple of heap allocs
Removed some un needed UI,
basic game loop implemented.
Items now store if they were placed when saving, fixes placed items getting physics enabled after loading a game
Added baskets to the advanced crafting unlock (reach apprentice whittling)
Added a missing ProtoInclude for PersistedIgniteableData
can hover over body part in inventory to see local protection
removed a bunch of unused damage types from armor display
can wear bandana with bucket helmet and wood armor helmet
Fixed being able to trigger place item on something that isn't held
Restored 2017.2 DXT5nm shader corrections
{BLACKBOARD_ITEM} keyword can now be used on goal plans
Added an extra indicator when placing items to indicate where an item will go and what it's rotation will be (outline material used for building placement is hard to see on small items like torches/baskets)
Can now specify on a placeable item whether it can be rotated, defaults to true and marked torch and basket as false (rotation has no impact on these)
Body hover locations now scale correctly
Can now ignite an unlit igniteable while holding a lit item (previously only the opposite was possible)
Added loot to most buildings.