201,394 Commits over 4,171 Days - 2.01cph!
Put Corpse on Fire should be an Interaction executable for the player.
rock flat texture set (for cave floors)
Spears should be crafted from Big Stick.
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
Removed deprecated mode from MachineCanProcessItemSettings... :-P
Switched scene to use new layout, added hub entrance, moved mission points
remade tiremark material, reexported central hub with rotated points and separated cones
removed old cones on under_construction barrier and hub. added separate cone prop. reexported barrier and hub. Removed helpers from hub.
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around
Removed all multi-select functionality from the PlayerController
renamed erroneous "objects" in hub to proper names and added to scene
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
Skinning animation loop time import fix again
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
BehaviourChain elements can now be conveniently collapsed in the AI Designer
Corpse is now using DateTime for rotting and decay timers.
WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime.
Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.
Upped momentum drain rate on herbivore food goal plans
Added a consideration for using influence map scores
Cleaning up GameUI in preparation for expanded radial stuff. Selection/hover indicators re-written, selected Unit indicator now colored to match the mood of the unit. We sims now.
Another UnitView.FaceTarget NRE catch
Added cone prefab
Sets TOD immediately
Triggers are created for rooms. Updated some material stuff.
Radial menu refactor, they show a lot of bullshit now. WIP
Selectable indicator tweaks
Radial menu button states that don't suck
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
BuildingObject placement is now more granular.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
Fixed island4 Editor Only folder missing the tag
Colors, icons, mood gradient.
Selectable widget seamless thingy state.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
RTSCamera LMB drag behaviour is much less shit.
Added group traits component (not hooked up yet)
Refactored my interpolator into the original.
Selection indicator tweeners
BaseEntity creates components in constructor, not Setup. Related refactoring
Traits Component now uses the group component
Exposed Traits data and tweaked it a little