200,138 Commits over 4,140 Days - 2.01cph!
Removed dummies spawner from testbox
Alert FX doesn't lag or behave weirdly anymore.
Didn't add a sound to the alert FX, I don't know what you are talking about.
SceneSaveHook isnt stupid. Build settings no longer contains 57 copies of island4.
Construction requirements can now be specified by both generic material types and specific items.
Small Animal Skin Tent now require wooden logs.
Merged from branch (Building Construction Requirements can now be specified by generic material types AND specific types of items, eg wooden logs).
Removed redundant sound emitter.
Sleeping tired conflict.
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable
VisualFX can specify the AudioSourceType for any sounds they want to play
EffectVisualFX can specify a UnitSoundType
AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
Territories should now be less massive
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
Sleep FX scale mod + offset save
Basic car audio in and working. Just needs some tweaks.
Merging car audio into Main
Removing errant Debug.Logs
No shadows on dirtclick.
Added sounds to dirtclick.
Merging skidmark FX branch
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
Reproduction was removing it's OnMinute from OnDay. Fixed.
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
Cleaned up OnMemberFlagChange that it supports more than just "in combat", that we just check flag and forward into "handlers".
Added events for when entire tribe is asleep and when the tribe awakes again (when at least one is awake).
Added Sleeping flag handler for OnMemeberFlagChange, that bookkeeps how many tribesmembers are asleep.
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
On change speed to Super if it's not already set to Super, for the case of entire tribe being asleep, since internally GameManager doesn't handle any early returns when the incoming value is the same.
Made GameManager return early if incoming value is same as current value for GameSpeed.
When tribe wakes up, set gamespeed back to Normal, not Previous.
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
Enabled player mesh pooling by default on 64bit systems