200,008 Commits over 4,140 Days - 2.01cph!
Tribe create scene
Removed debug logs
Effect simulation fuckeries
updated spawnpoint gizmos to accurately display prefab that will be spawned
Fixed unlit campfires hurting players after server restart
Made NetCharacterLocal generic
Notifications widget fuckery
More effect simulation fuckeries
Decayed corpses now falls off fire spit and the shoulder of anyone carrying it.
Attempted a fix on making campfires with spit available for another corpse "after" the first one is removed (but untested).
Interaction.PickUp no longer overrides cursor
Activity data mapping now works for all types
More looting/containers/proto
Let's get the order of resetting cook corpse state right, that we don't generate NRE on Complete().
Simplifying things (or trying to)
Finally fixed shit so one can add and remove a corpse from the fire with spit indefinitely.
Actions.CreateSocial NRE catch
Continued Activity fuckery
Applying modifier to decay speed should now work as expected.
PlayerController.TickRaycast should always return early if EventSystem.current.IsPointerOverGameObject()
Fixed a bunch of issues with portrait rendering
Fixed tribe create trees not being picked up by tinting system
windmill no longer craftable
Groundwork for radial menu descriptions/failure strings. Needs keyword support, LOOKS BROKEN FOR NOW PLEASE DONT MAKE BUG REPORTS ;3
Removed scale from radial menu button animations
Fixed a bunch of stat manipulator ticking percentage changes of current rather than max
Disabled NavMeshObstacles in InteractionPosition
Fixed my dumb errors, code isn't exactly gold but it works.
Just removing some debug prints
Added foliage displacement debug (via terraintexturing)
Renabled grass, moved tribe create scene, unload it after game start.
Biome editor fixes
limited corpse attachment points to Rshoulder only (was L+Rshoulder) to make the correct arm be raised
temp fix for attack and move that never got setup properly on the wolf and boar
VectorUtility cleanup (GetGroundHeight and Normal take override raycast height/offset)
Dispenser partials cleanup
Island1 navmesh has an ocean blocker
Decay a corpse when it's dispensers are empty of shit.
Disabled UnitCollection gizmos to make frankie happy
made totoise better but goes invisible on death by disabing skinned mesh rendered \o/
Corpses now listen to depleted event on the dispenser, to better handle turning shit to dust and bones when there's no more to dispense.
AI tweaks, people should hug and talk more often
People will drop all held items when they go to sleep (hack)
Various other misc tweaks ;x
made new tortoise corpse and applied it to tortoise
Dropping corpses that decay while carried, almost work.
Added Ambient Sound Player component
Collaborations tweaks, use distance instead
BaseEntity holds parent zone ref
Fixed Collaboration Execution AI Module bad UnitClass condition (was Is Human == false)
Collaborations positioning stuff tweaks, should stop people warping to crazy positions...
Avatar, Friends list hookups