200,006 Commits over 4,140 Days - 2.01cph!
TimeValue takes optional interval argument
Deleted duplicate bird_ambience_temperate file
4 new cave blocks - models/hulls/colliders
Selecting lot based on lot type
island 1 ambience stuff, time value drawer fixes
More legible temperature balls.
Collaboration AI tweaks
Testbox no longer has a bunch of item spawns, uses mostly biome spawn system now besides Deer + Rabbit spawners
made it so you can deshell and cook tortoises
best thing ever sorry jenny
UnitSettings.GetViewPrefab never outs a null EntityViewPrefab data package
Tunnels now show on minimap
Culls hex pieces behind player
Commenting our Zone.OnDestroy because I think it fucks bamboo?
Split herbs into their own spawn entities
Tweaked the spawn tables
Hue shifted the garlic so that it sticks out a bit less
Skip adding the CL entity name prefix if the game object name already contains it
trying to make yam and garlic edible but errors on consume when harvested (seems ok after debug spawn)
Deleted old biomedata and cloned a new one.
200kb worth of flying heart files in case bill ever becomes gamey.
StatManipulation percentage of enum/readability. Touched lots of effets data.
Made Garlic and Yams consumable. Garlic makes you smell. A lot.
Lowered the orange hue variation on speedtrees
Machine process editor displays asset menu, not just label. Add process button works again.
UI : Activity Notifications Widget uses Effect icon + color when available
new trims n textures n maps for trims
UI : Added some preset animation boilerplate in UnitEffectIcon, effect severity defines which animation we use for now
EFfectgs : Effects can specify a Severity type in data
UI : Added back in/out animations to activity noficiation elements
Skills should have their initial level set during creation (no more Unskilled spam)
ActivityManager NRE catch
Let's not unload the tribe create scene, just hide it because apparently unloading it made everything angry