200,178 Commits over 4,140 Days - 2.01cph!
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
Broadcast TOD in playerlist
ActionSettings.TickImplementation now abstract
Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker
Senses uses Dictionaries of perception data rather than FixedArray
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook
Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
Fixed SceneSaveHook being stupid
Fixed Senes not book keeping perception data properly
Fixed NRE KnowledgeOverlayWidget
Fixed NRE in DebugTools Relationships display
Temporal AA tweaks
Disabled MotionBlur
Fixed bad import settings on human_anim_skinning
ECS tick back into main update loop in EntityManager, not LateUpdate
Fied potential NRE in Effect where Entity.Stats was null
Fixed Effects created by Dispensers not being correctly added to the Unit interacting with the Dispenser, but instead being added to the Dispenser's parent entity.
Island 4 noodling
Ignoring some local third party
ResourceSpawner allows spawning things without view prefabs (grazing areas)
Player camera component order
Started on the runtime batching.
Swapped anti aliasing for the other version from cinematic effects, which has no artifcating and less jitter? ;|
Graphics options cleanup, menu UI fiddling
UI sprite import settings, menu UI tweaks
Removed BaseEntity.Transform and replaced all usage with BaseEntity.View.transform
Fixed potential NRE in GridManager.UpdateEntity
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Just added some comments to Interpolator.cs for my own benefit
Beginnings of client interpolation work. Just duplicated the default interpolator for now. Moved Snapshot out of the Interpolator class so it's not super unwieldy to use in my own interpolator.
Apparently I modified the bleeding effect
Put Corpse on Fire should be an Interaction executable for the player.
rock flat texture set (for cave floors)
Spears should be crafted from Big Stick.
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
Removed deprecated mode from MachineCanProcessItemSettings... :-P
Switched scene to use new layout, added hub entrance, moved mission points
remade tiremark material, reexported central hub with rotated points and separated cones
removed old cones on under_construction barrier and hub. added separate cone prop. reexported barrier and hub. Removed helpers from hub.
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around
Removed all multi-select functionality from the PlayerController
renamed erroneous "objects" in hub to proper names and added to scene
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
Skinning animation loop time import fix again
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
BehaviourChain elements can now be conveniently collapsed in the AI Designer