199,956 Commits over 4,140 Days - 2.01cph!
Correct projector position
Tribe creation toggle/choices improvements
Clear command toggles before reseting the toggle's state
No more starting stats values because they are redundant
Added effects for all traits that were missing them
Added Tough Trait
Disabled View previews in EntitySettingsEditor
Renabled view preview in data browser
Fixed DebugToolTabEntityInfo not showing flags
Fixed grid conversion derp.
Fixed perception cooldown in SetDestination.
Visibility and Noise init values
World gen tool beginnings, prefab.
Tribe waking up no longer slows down gamespeed
Worldgen settings now per ring
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
Merge from water-vis-trigger
tweaked iron sights on a bunch of weapons
Merged water visibility triggers
Fixed bad animator bool action in Ability.GoToSleep
StatManipulation modify by percentage of target value shite
Exhaustion effect tweaks
everything unlocked
added door/barricade system
Fixed not gathering river colliders
Cherry picked water collider gathering fix
Working on getting cooking working properly with Burning. Somehow fucked up color lerping for no apparent reason... weirdness!
We now start back at the proper start location for testbox.
basement windows trims n textures
Using seeds for generation.
Some minor changes to Corpse.
Fixed AMD R9 water darkening half screen in DX9
More changes/minor-fixes to Corpse.
Removed some crap from TribeStartArea
Fixed radial menu sometimes not opening when interacting with multiple entities (UIWidget active state managed cleanly in coroutine to avoid input conflicts)
Radial menu refresh WIP, not working yet
Carnivores now take fire into account when choosing hunting targets
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly
Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing
Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map
Added keywordutil