199,311 Commits over 4,140 Days - 2.01cph!
{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.
Fixed stray UnityEditor directive in AbilityCommandGenerationMethods
First attempt at EAC removal.
Scenarios now define a single primary objective and optional secondary objectives that are either concurrent on sequential
Updated Asset Bundle Splits
Updated Game Manifest
Base UIWidget canvas support
Started refactoring contract stuff
people can actually have more than one personality
Temperature level correspondance with temperature values is now exposed in WorldManagerConfig.
Changed the values to be a bit more reasonable.
trees wobble while being chopped is now based on sin curve rather than ever decreasing random values
managed to get some ai stuff cleared, can add to it now.
Options widget genericness, UI scale option
turn 6, 7 tweaks.
turn 8 wip.
junkyard progress backup - barbedwire progress - rusty tank
more WIp environment
tweak avatar glow
tree sapling updated to latest spec
Roofs now occupy the wall socket at their bottom end
Made ConstructionSocket.DoPlacement all nice
fixed bad skinning on human male chest
Base AI that kind of works.
Contracts now spawn every 20 seconds
Fixed proximity issue on foundations with walls