17,530 Commits over 1,614 Days - 0.45cph!
ActionChain tweaks
Fixed human sleep and sitting anims having Exit Time transitions where they shouldnt do
Fixed Decision Log not showing behaviour information, improved heirarchy of Rest and Warm Up goals data
Tweaked audio mixer a bit to bring up ambient again
Metas apparently, sup petur
water_body shader tweaks
fixed units not sprinting properly
Fixed bug where EntityName would sometimes be null due to wrong test in Entity's implementation of that property.
Fixed ActionChains not taking new elements
Removed graphics option for water
Added sabertooth to temperate spawn table
Added bushes to temperate decor spawns, also re-exported and fixed naming to play nice with our SPM processing
Added SMAA to graphics options presets
Sleep disables DM, clears goals
Increased sleep energy gain rate
people play hammer animation when building
improved clipping of female clothes
Fixed weather not changing properly
A bunch of tweaks to managers, removed "is debug" scene toggle crap
Added WeatherParticles component, a quick hack to disable particle FX in children based on wetness value of incoming weather
starting and stopping sleeping is no longer quite as bad
Adding another replacement attempt to unit personality's GetBehaviourDescription.
Test for NRE on attachment points for items (they seem to sometimes be null).
Tweaks to Sleep weights.
Unit+Items reports error when attachmentpoints was null (breakpoint on error log in here until we catch the error please @maurizio @billowe ).
Construct Interaction and Action tweak
-buildings now build, and they also take the time specified on them.
Removed debug log in Building, added None value to BuildingStates for testing
Changed BuildingStates enum bitshifting to not use power of 2, seems to fix our filering
I dont know why this is a merge
starting tent basic building setup
split up tent basic into anim and setup a controller
bld_TentBasic constructionComplete
Scrapped the building construction states and skins system, driving new animator building stuff from construction completion %
Entity.PreDestroy re-parents any child entities
Units drop all items on death
Don't complete sit/sleeps
Break current goal in Agent.ClearGoals
Confidence in Decision consideration added. Not integrated with any DSE yet.
Merge from 8_splat_support
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
water edge shader tweak, feel free to revert petur
crappy test wave mesh
Massive island got more massive and refactored.
Cleanup
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
sticks rocks and berries have better view offset
Added Confidence in Decision consideration to a few goals and goal plans.
Merge from 8_splat_support
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
should play anim when crafting(untested)
Building.RequiresItem also checks requirement amount