17,530 Commits over 1,614 Days - 0.45cph!
Removed throw attack from spears
Added interactable rock items to the cliffside spawns
DesireConsideration never fails, but just outs 0f if no matching Desire was found
Units start with a default body heat gen value of 1..
Fixed UnitMovementSpeedTrigger not working properly
Unit.IsMoving checks current speed vital
Lots of things (I'm too tired to write a changelog)
Waterfall material is opaque because fog
Bunch o' data tweaks
DM no longer disabled durin sleep
Disabled "drop undesired item" goal until we can fix it
EntityView prefab min scale
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
Controller updates, changed lots of effects to use parallel actions
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Tweaks to EntityView creation and setup, with better scaling support
updated all entity view prefab scales
Fixing more entity scales
Fixed Unit views not being correctly parented/zeroed to their entity
Removed some commented code
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Debug item spawn gets terrain height and is offset by 1
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
Only add the +1f to debug spawn height for items
Box colliders on some item views
CollisionDetectionMode.ContinuousDynamic
Reset behaviour on wake up
Added big sticks to tree resource items
Effects tweaks, removed old Sprinting effect
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Mixer tweaks, effects fixes
Unit speed anim param tweak
Added SleepInside/SitInside interactions for buildings, updated goal plans
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
IsMoving condition on some effects to be safe
Fixed movement effects being applied badly
Missed a trigger on Movement(Walking) effect
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor