19,298 Commits over 1,614 Days - 0.50cph!
Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
tree deform should mostly work, still room for lots of polish
Added ActivityTypeDefinitionEditor, shows keywords
Fixed badly named ActivityKeyword interface
Improved Acitivty Notifications UI widget
Cleaned up use of Unit.IsInView extension method in some UI widgets (enemy overlay, conversations)
Moved some DSE/Considerations editor stuff around
Fixed Conversations.GetTopics always returning false
People should now go to sleep when they have low energy, even during the day
Smaller InView gizmos
Removing some debug bits
the total for each sense now doesn't account for friendly units in order to stop people from waking up their fellow tribesmen until a more detailed solution has been found
Fixed ActivityNotificationElement button click NRE and not resetting .enabled
Fixed radial displaying two sets of conversation topic options (needs collating into radial levels/nested options)
Updated FacepPunch Unity bits, nuked old report window
Fixed DSE editor not showing considerations after a null element and preventing removal of the element
Removed null bonus from Goal.MakeFire
Adjusted stone club attachment offset data
Fixed UnitAttachments runtime adjustment not accounting for missing offset data for the active attachment role
rebaked vertex colours for small pine tree
Small hut sleep positions
rebaked tree to stop end wobbling
Starting work on a party/group movement system
-Any unit can create a party (called a Hunting Party atm)
-That unit can then invite other units to join the party
-Party members will follow the party leader (more logic to come)
-The party leader can then disband the party, reverting party members to original behaviour
Added ability for units to be dismissed from the party (by the leader) or leaving on their own
Added a display to show the current UnitCollection on the Unit Debug Panel
Exposed Agent+Behaviour GPV slots via dictionary, replacing old lookup methods.
Fixed AI designer sidebar scrollbar overlap
Navigation debug display
Tall pines spawn population fix (entity, not prefab!)
trying to make trees do something nice when they hit the ground and also stop the trunk from animating when cut down
Added TreeModel helper monobehaviour for asset setup
added default animation to tree so shaking blends out to
set wind on tree materials to 1
"NEXT-GEN EMERGENT PROCEDURAL TREE WOBBLES" 5/7 - IGN
Fixed bad activity calls in Effects
Lets not cache DataAsset name properties in OnEnable
Wobbleslerping timber feller
https://www.youtube.com/watch?v=IfeyUGZt8nk
Compiling is fun, let's do that
I totally made people not block pathfinding when sleeping and forgot to commit it
Wobble wobble wobble, said Mr Tree
Trees no longer fall over on init
Dont wobble if waiting for impact/settle
Basic jogging logic for party members
Fixed messed up jog condition filename
Basic party movement offsets
Better follow/offset movement for party members
Party members now sneak if their leader is sneaking
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Updated ASE to 1.1.0 dev 004 + time fix
set windzone main to 0 as seems to not get init on startup
improvements to weapon sticking.
added headshot procs