17,530 Commits over 1,614 Days - 0.45cph!
All completion triggers must pass before an objective is completed
Added "Build a camp" objective with time limit (Washed Up game mode)
Objective time remaining displayed on UI
Disabled idle sit on ground behaviour
DataBrowser saves sidebar scroll vector
Various objectives bits
Fixed building completion activity not being generated when a building does not require construction or materials
Added persisted data for consumable (cooked amount/states)
Collated command for cooking items on fire
Can now set the cooked state of an item via the debug tools
Some more tutorial screen info/images
Removed some time delays when cooking with a stick
Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
DataAsset OnValidate cleanup that I've been meaning to do for ages
Objectives console commands
SimpleConsole warns you when a method with the ConComd attribute is not valid
Objectives console commands fixes
Disabled map camera transitions pending refactor
new oak tree model
new fern
upgrading foliage,bush/grass/ferns to work with foliage shader
Build fix
Objectives UI can be collapsed
Spawn populations editor fix
oak tree has no shadows on leaves
New foliage mats to biome libs
Oak spawns (replace pines for now, to test)
Various post tweaks, biome colors
Fixed oaks getting bad material colors
New Objective: Befriend A Tribe (added to Washed Up)
Axes and spears are now gifts (Improved versions are more valuable gifts)
New TribeDiplomacyTrigger type for detecting diplomacy changes
Can no longer breed with people from other tribes
Fixed some issues with gifting items
Game over/complete UI screen shows objectives, allows continued play if the scenario supports it
Disable fog of war in cutscenes, tribe creation
Simplified Session, got rid of interface and abstract types
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
Diplomacy widget updates status icons based on current relation
Fixed steamworks being inited twice
Restart session functionality added to pause UI
Objectives ported to PlayerObjectives player component
Edit mode sessions dont run scene spawners (only biome populations)
Scenario editor progress
LoadGameWidget selects a save on activate
Fixed missing mesh refs on oak tree mesh colliders
Moved Tutorial Subtask unlocks to Tutorial.
TutorialSettings can now define Unlocks and GameEvents for both starting and completing the Tutorial.
Spawners can now be set to be triggered by events rather than spawning at game start.
Added triggered spawning to all types of entity spawner.
Added complete all tutorials objective to Lost and Found game mode.
changed lost and found starting trees to oak so they aren't so blatant
Objectives without a Definition will just consider themselves to be completed when the time runs out.
Started work on Objectives triggering after Tutorials.
Fixed node removal button in AI designer not working
Removed ZoneEcology.IsPreSpawned flag cause it was pretty useless
Deer AI bits, more animal default modules
UI tweaks
Remove warmth check on animal Idle
merge from tutorials and objectives branch
Some more changes to try and stop units waiting forever for thrown weapons that are no longer valid
Scenario editor progress
Fixed player camera modules being initialized twice
Fixed CloudsOfWar objects in scene not un-subscribing from OnGameReady if the event was never fired (e.g. session was edit mode)
Fixed menu initialising with Washed Up game mode but Lost and Found map selection
Switched GiftItem action to a CommandGenerator so the player gets specific options ("Gift Stone Axe") instead of the vague Gift Item (Gift Item) option they had before
walk look animation simplification