19,298 Commits over 1,614 Days - 0.50cph!
Testbox revamp, fixed grass and decor spawning underground
carrots are carrot patches
Foliage displacement shite
Foliage displacement debug
biome tweaks, foliage displacement fixes
Fixes for items being ignored in favour of resources when finding materials for building
disable debug for foliage displacement RT
CraftingOrder tidy up and fix for people not stockpiling crafted items properly.
carrot harvesting from the patch is "one" rather than "all"
resource tweaks and yam patch
vertex coloring carrots and yams
fixed pine tree impact fx (no idea why the previous way was broken)
scene & gui backup, icons
Scene backup & gui assets.
Disabled GroupDeath bravery debuff.
SettlementMorale no longer NaN if settlement bravery is 0
Tree trunk item doesn't pool views.
Logging for trying to return null view or view without prefab data.
more eye fixes (probably nothing but unity said it changed when I saved)
tree pine fbx change to match manual changes on prefabs
making eyes blinking great again
Hopefully fixed NRE when deconstructing buildings
Made sure all herb resources have the general gather player command
SFX & audio listener on tribe camera rig.
Should no longer be possible to attack disabled target.
Various hiding from UI of abilities.
Default upgrades are now added to a queue, and when the building is ready they now have to be constructed instead of being magically added.
Harvesting flagged resources AI now checks all dispensing interactions, not just take one.
Fixed it being possible to get an empty behaviour chain if all behaviour elements are flagged as skippable.
It's now possible to deconstruct buildings before they have finished being constructed
eye blink offset gets set on init to desync blinks on tribe create
Being able to resume construction once deconstruction has started WIP
Scene backup.
Tribe cam anims.
Organized some files.
Fixed Effects component not being ticked on minute.
Passed out effect should now be removed when energy has been regained.
Make Effects Tick Again.
Removed check for other existing effects having the same add/remove actions.
Moved notification text below other fields in Effects Editor (fixes said text not displaying).
Various work modules have conditions preventing them from being performed if we are wounded or bleeding