200,023 Commits over 4,140 Days - 2.01cph!
Added NavMeshObstacles to the two fire building view prefabs
Added CollaborationSettings data type, refactored related Actions and UnitComponent API
Added some Collaborations data to the debug tools panel
Fixed game only starting with 4 people when loading from main/standalone path
Fixed bad getter in ManagerSingleton.Instance causing some Mangers to be created twice when ru?nning the game from a Zone scene in editor
Fixed bad toggle in collabs debug
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Fixed CollaborationRecipientIsWaitingForSync incorrect state
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE
Coarse slope blur all channels for now
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Fixed AIDebugger calling TimeManager before it exists
Splitting Collaborations related AI behaviours into distinct modules
Convex hulls models for prevent building volumes
Setup & prefab update
Automated Linux Build #14
Automated Windows Build #14
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
remade big stick view model from 5 varients of sticks that made up wood building 01
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
painstakingly moving decals into my prefabs without gizmos :'((((
Automated Linux DS Build #14
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
added small stick in the style of the big sticks
updated big sticks to have better shading
Fixed duplicate sound bundle type in Unit.Bear
Updated Raknet and added exposed network sim stuff.
Placeholder illness effects.
Sticky gizmos for deferred decals
Added log when server is fully started
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Added genericl statistical model variant.
Made "can statistically socialize" base itself on the generic statistical model.
I made bad things, pls fix bill
WeatherMeasurementDrawer fixes
Better values for weather triggers