17,530 Commits over 1,614 Days - 0.45cph!
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
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
made big tree kinda work with new system
made weather wind lerp happen sooner so people can see the nice wind shader quicker
cleaned up shader some more
latest unity fixes additive animation layer bug so turned it back on
attachmentpoint data for mushroom as warning was annoying
Zone season stuff to partial, cleanup
Update view clone when opening detail view modal
Fixed Knowledge overlay labels flashing when cycling selected unit
Fixed knowledge overlay labels not showing for entities that were out of the camera's view frustum on activation
WeatherWidget listens to events on WorldManager rather than doing a check for season changes every day
Zone next season setup on first time init
Testing entity path validity cache in UDM (once per simtick)
Removed bad knowledge overlay widget entity in view check
Navigation isStopped safety
moved enemy camp somewhere else
Fixed Navigation.IsValidDestination using agents active path (added buffer path)
Added Energy to vitals widget, moved temperature to weather widget
People pick up thrown weapons again
Better tree wobble gating
Fixed VectorUtility.GetAverageGroundNormal not actually averaging the result ;x
update tree wobble code a bit
Interaction plans define priority in their wrapper, smartobjects return first interaction in order of priority when using GetDefaultInteractionPlan and default defined in data is not available
Fixed WeatherWidget NRE in Update before game has finished loading
player commands should now unsubscribe an existing subscriber in order to force a subscription
Hopefully fixed a bunch of seasonal transition issues
Fixed incorrect display of hours since death of a player controlled unit
Hopefully fixed bad navigation state causing units to end navigation actions too early
Ignore self as target when filtering by navigation validity in UnitDecisionMaker+Filtering
whoops that line was supposed to be there