200,013 Commits over 4,140 Days - 2.01cph!
Merge from consideration return
DSE return 0 on consideration "fail"
- Stuff I changed this morning and forgot already
-warmth need was broken and always 0, fixed it to work as intended.
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
Removed Bool/InverseBool types from ReponseCurve, also removed the "use animation curve for sampling" flag, no we only use the anim curve for front end visualisation even though it's shite.
More Survival Goal branch tweaks
-trying a new 'Deposit to building' goal
Forgot an #if UNITY_EDITOR
-CarryingAnything condition fixed, in turn fixes Deposit To Building so it actually works
Data tweaks
Removed unused MaxSafetyNeed and InverseTemperature considerations
Added SitByFire GoalPlan under Social / Socialise
-reimported stats, they broke
AttackTarget resets movement mode on break
Invert IMAvoidThreatAtCurrentLocation response curve
Unit collection stat boost tinkering
Added Mood VE to the fire
Effects for each movement mode
Removed StatisticalModel data type, cleaned up considerations a bit
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
Fixed a couple of compile errors for newer versions of clang
Merged slightly improved OSX text rendering from upstream (needs improving, still terrible)
OSX fonts are now registered for extended char range
Fixed anti-aliased OSX fonts using pre-multiplied alpha
Automated Linux Build #241
Automated Windows Build #241
Automated Linux DS Build #241
- Fixed some control bugs, reworked a bit of interactions. Needs clean up
- Added SeaInteractable
- Added World.GetFloorPosition to get the height on island or sea level
- Added ContainerUtils.TransferAllEntities
- Added ActionTransferContainerEntities
- Vehicles now unload all their entities to islands (but not visually yet)
DM no longer disabled durin sleep
Disabled "drop undesired item" goal until we can fix it
- Added IslandContainerEvents to position people when they're transferred to an island
- Sea travel and island tranferring works but is pretty janky
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