244,453 Commits over 3,898 Days - 2.61cph!
FOR FUCK SAKE replaced SSAOpro by SE SSAO
!A missing shaderforge folder
FOR FUCK SAKE shaderforge 1.16
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- Items deposited in buildings are deactivated
- SmartObject EnabledInteraction now adds the interaction if it is not in the list
- Added DepositToBuilding and ConstructBuilding actions
- Added Construct and DepositToBuilding Intercation chains
- Player can place campfires by right clicking on the ground (without a unit selected)
- Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build
- Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units).
- Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
Terrain parallax in bundled builds
DS Console text is different colour if server is debugmode
DS Console has current map name
Nixing heirarchies on some assets, added (CON) tag to the campfire stones base
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
- Added basic fail state, when the player's tribe dies out, we pop a UI modal
- Fixed ActionChain constructor not assigning hashed_id of the EffectSettings
- Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times
- Fixed PlayerCamera still taking input when UI in Modal state
Adds/Deletes/Moves I forgot to tick like a dumb dumb
- Added Unit Flags system and Actions to Get/Set them.
- Added UnitFlagCondition
- Death Effect reworked to check/set flags so it only gets triggered once
- Added Starving effect applied when Hunger reaches 0
- Fixed Unit.View.Animator NRE
- Fixed NotificationsWidget not firing when Activity is added
- Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name).
- Asset types are now shown in ReordableList elements in the editor
Fixed a crash problem with all PhysObj functions when called on invalid PhysObj
Added PickUp interaction to the Comsumable SO template
Removed grid pattern from snow height map like the artist I am
- Added Container/ContainerSettings item components and editor tab
- Splitting up PlayerController a bit into partials
- Added Container interaction handling to PlayerController
- Items can now only have a single ItemComponent of each type (for now)
- Refactored item view handling and setup (mostly for resources and buildings)
- Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
- Toned the item glown back down a bit
tweaked swamp court fogging. added new court_intro_cam camera with correct scripts. Animated first intro cam swamp court shots, WIP, need to fix tweening
- Loot now glows the color of the item colour, white, green, yellow.
- Loot now uses the new model
- Loot names are no longer visible in the world
- Loot containers now have the new LootTable script on them so they actually drop loot :)
Reverted world setup change that led to it being called twice when playing inside the editor
Another attempt to fix Unity terrain shader warning on startup
ProceduralObject NRE debugging
Updated community ent
NRE fixes
Updated error urls