200,142 Commits over 4,140 Days - 2.01cph!
- started basic selection and order issuing
- More rough selection test
- Reduced particle count of clouds
- Added middle mouse drag to camera
- Added interaction radius to BaseEntity and made a stone prefab
- MoveTo action now takes an optional stop radius (based on entity radius)
- Actions now have a Begin and Cancel functions
- Actions can now be queued with shift
Updated mine special. Added pushback / health damage
Fixed bug where EntityName would sometimes be null due to wrong test in Entity's implementation of that property.
FOR FUCK SAKE tweak flame particle
FOR FUCK SAKE fix error in left punch attack
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
- Stat transfer modifier WIP
- More resource gathering stuff
- Reworked the way stat mods work
- Resource harvesting stuff
people play hammer animation when building
- Added a couple of people sound effect files
- Reexported music to remove silence at start
improved clipping of female clothes
Water treatment plan level design update wip
Trainyard backup
Wall prefab addition
- Increased people collider size
- Cloud tweaks
- Disabled some debug spam
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
- Some audio stuff, selection stuff.
added dylan's igor2 effect
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 ).
Water treatment plant backup
- Entity tracking + container stuff
- Island stuff
Construct Interaction and Action tweak
-buildings now build, and they also take the time specified on them.
created elvis_special_speakers for hero special
Added bar / Igor effects
Removed DOF on CC court
Removed debug log in Building, added None value to BuildingStates for testing
Dreadora - Rig update, 1st pass skinning
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
Define earner value in definitions
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