17,530 Commits over 1,614 Days - 0.45cph!
Fog of war mode now exposed in options, added traditional RTS style mode
regen options UI forms
fixed obscured FoW mode not working
TribeSpawner can specify hostility to player tribe
Removed testbox_diplomacy
Added testbox_combat
removed error spam in BuildingView when we cant find a mesh renderer
UIElement no longer caching Tweeners
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
Moved Go To Smart Object out of SetDestination and into its own class.
Updated loads of data with the new action.
Added spaces to DataAsset logs.
People should no longer drop weapons
DataBrowser cleanup
Fixed bad DOF
Fixed NRE when a unit leaves the tribe
Paople will now drop any weapons they don't consider to be their best weapon
Merged hunting Goals into one Goal.
People should now only hunt if they have a weapon that doesn't require ammo or that they have ammo for
Before/StatsEditor basics
Only vitals can be simulated
Stats editor cleanup
Last few stats editor tweaks for now
Fixed vitals getting bad values on startup
Settlement creation basics
Added DynamicDecals
Combat hits cleanup, decal assignment
Wearable prefabs to units layer
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
dont init FoliageGrid in edit mode
Fixed disabled terrain on island1
Fixed terrain painting not updating
Island 1 fuckery
Added TerrainDecals system for splat tinted and biome/season synced decal management
Buildings can now optionally spawn with a dirt decal
Building placement guide uses a decal
Fixed missing components on terrains in various scenes
More decals bits
Added SerialziedPropertyEx.SetDefaultValues which does what it says
Terrain decal persistence, improvements
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
Merge from combat revamp branch
Moved of of war into standard assets
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.