19,298 Commits over 1,614 Days - 0.50cph!
island-02 cliffs placement adjustments
hippo polish and rhino first pass
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
island-02 cliffs and forest topology masks update
island-02 navmesh Zone rebake
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option)
All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit)
Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
Blackboard can store quaternions
Reenabled rotation support for item placement
Beliefs is now called Opinions.
Units can now like or dislike particular entities.
People will sometimes go and look at things while wandering with a preference for things they like.
More refactoring of Beliefs to Opinions, added OpinionTypes, fixed existing data
Added OpinionSettingsEditor
Fixed bad default quality settings
Fixed SpawnHandler wasting frames and causing long ass load times
rock cliffs simplified colliders, edge grassy bits mockup
Added WeaponTypeDefinition.
Moved OpinionTypes to separate class.
Merged Opinions, Traits & Beliefs into single Unit.Personality component
Added PersonalityTypeDefinition
more weapon definition stuff
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Can now trigger unlock definition unlocks from the Debug Tool->World tab
New Unlock Definition - Advanced Leatherworking
Requires player to craft Hat or Animal Hide Bed
Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01)
Tanning Rack now requires 4 wood, 4 stone and 1 animal hide
Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack
Fixed Tanning Rack not having collisions or an interaction position
Fixed build error in SetDestination
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted
Fixed item placement command generation doubling up commands for placeable items
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
rock cliffs and rock_big LODs, prefabs updated
Fixed before/std blend w/ terrain ignoring Albedo texture
changed cliff grassy bits material to terrain blend
Minor DM refactoring, DSE on Ai Module progress
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Changed UIMaskedIcon and UIMaskedImage to use shader templates
Switched ui_mask and ui_portrait to original ASE shaders; now editable again
Nuked native and debug variants of UIMaskedIcon and UIMaskedImage; redundant now
Ported tool "Before/Find/Find Materials Using Shader" from Rust
Minor changes to ASE's UIDefault shader template
Weighted object, editor & data fixes
fixed random weight fuckeries for getting personality
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle
Added missing nav mesh obstacles to the tanning rack and crafting table
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer