200,020 Commits over 4,140 Days - 2.01cph!
Reset unit prefab audio sources, reduced range of random pitch per unit
added WIP musical notes particle effect for elvis speakers
Removed grass from temperate biome
Fixed missing newline in UnitInfoWidget
Female vox running edited
More refactoring of specials
Added quickshot class
Fixed building placement rotation issuee
run sound on run
merge... - run sound on run
merge...
Dreadora - block out forehand/backhand anims
Dreadora - block out forehand/backhand anims
Reverted Entity equality members that broke basically everything
Reverted UDM change we don't need
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible
- Added BaseInteractable as a way for objects to control what actions are enqueued for itneracting with them
- Added ResourceInteractionle
- Refactored controls to use the new Interctables system and not hardcoded
- Added an action call EntityContainer.Transfer() to transfer an entity between two containers
- Started vehicle entity and interctable. Entities are now transfered to a vehicle
added 3rd person animations for character holding rifle
added some code so the camera smoothly follows a target ( useful for when I make videos )
- Controls now check if an entity is Controllable, to determine if it can be selected as a unit to control
- Added Controllable script and applied it to People and Raft
- Boats kinda work
- Some movement layer mask stuff
* Fixed possible crash/invalid output issues with Entity.GetFlexName() and Entity.GetFlexBounds()
* Fixed SetPos on prop_effect causing its angles to be reset
* GitSync
Automated Linux Build #240
Automated Windows Build #240
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Automated Linux DS Build #240
Building description tweak
Added WetnessConsideration
Renamed the Survival/WarmUp Goal to "Stay Warm & Dry", expanded with plans for finding shelter when it's raining
Fixed UI/PlayerController picking up interactables that they should not (goto so, grazing points, etc)
Fixed null action in Ability.InitiateChildPlayGroup
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
more furious waterfall sound settings
3d asset parameter updates
First iteration of penalty (not yet using failure).
Updated island scene, reset waterfall sound pitch
Reverted to cs#3723 Unit.Animation.cs
Added Warmth Need, updated stat collections
Added Warmth simulator to StatSimulators.cs
Warmth Need consideration uses new stat, better curve
"Cold" Need, aka inverse Warmth
Failure implemented and is now the penalty calculator.