19,298 Commits over 1,614 Days - 0.50cph!
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
Can now light torches with other lit torches
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Race/tribe color tweaks, randomised color from palettes for clothing
Weather debug flag to always update from data in editor
island-02 mountain rework wip
Added PlayerCommanded bool to GPVs.
Used for keep desires.
player commanded action tidy up
wandering idle behaviours use correct animation
improvements to preventing people from taking the same interaction position.
fix for interaction positions being blocked by the person occupying them when re-using the same position
InteractionPosition.OnTriggerExit only checks if blocked if the collider was tagged "Unit"
Fix for reservations not being reservations
InteractionPosition.CheckIfBlocked optionally ignores a unit view
Updated Facepunch stuff
Fixed lingering event listener in InfluenceAndTerritory
Blocked steam initialisation in editor
Fixed some issues stopping views from being updated
Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
apparently I maybe made changes to building AI
put crafting module back in
crafting now happens immediately
island-01 central mountain rework
let's not have snow in the tutorial
Trigger event wrapper cleanup
fixed retarded code resulting in Twats hating everything.
Refactored desire save/load to be more good, less bad.
TraitsConfig renamed to PersonalityConfig.
Entities can now be excluded from opinions in config.
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
EntityViewUtility NRE fix
cliff_collapsed_01 files & prefab
Added collapsed cliffs to levels
Better automatic nav mesh obstacle sizing for resource views
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
rebaked island2
rebaked lost & found
AI designer tab persistence, polish and bug fixes
Removed bad BuildingDesire.Save override
AI designer bits
Various human module scoring tweaks