256,090 Commits over 3,990 Days - 2.67cph!
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
Steamworks - new branch layout
Don't spawn grass on the cliffside topology
Fix for occasional floaty decor objects
rebaked lightmaps, added read ruins and stones
Fixed speedtree facing leaf inverted lighting
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
Fixed DecisionLog resetting when editor is paused
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode
- Input controllers now set the global control type in their init
Removing legacy water shaders, see if that works
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels
baked and textured temple stone props max
cleaned up and named this properly
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Fixed CreateActivityActionSettingsEditor not inheriting from base
Added a lot of animation param actions back into Interaction ActionChains
Made human gathering use 3 states in mechanim (in/loop/out) cc frankieh
Fixed fruit bush missing collider/lod
Renaming some Actions
More \nature\grass test files.
rebaked all lightmaps for new unity version. added stone ruins and blocks, added vines at back of court, textured trees
merging files
Can melee attack + build while swimming
Error text vertex overflow (UnityUI sux)
Hid some harmless warnings "Trying to add (Layout Rebuilder for)"
textured final trees, added new hanging vines
Boilerplate for auto muting/kicking chat spammers
Added new runs, switched off import mats
Fixed broken speedtree normals on glcore ?_?; touched all rust/standard shaders just in case
improved deer
added basic material colours to the bear
Initial commit - Body_00 and Head_00. Eyes etc to follow
Agent.DecisionLog clears when it reaches capcity (1000)
-AlwaysWin consideration
-CanFindUbuiltBuilding Condition
-yam
-Fixed Self-Physio goal always winning
Units now get the MaxSpeed stat base value from SpeciesSettings on creation
Added auto grass spawn refresh toggle to world debug tab
Some stat/SO serialization tinkering
Cowboy - south & south east run anims +.meta
Cowboy - south & south east run anim source
Fixed issue with controller direction in frontend
Added a summary in BuildingStates to un-confuse the confused
Added water/swimming event music
5.3.1 updates
Added cowboy anims to controller
Added EntityConditionFilterDrawer
Sleeping bag exploit fixes
- Branched for more aiming/control work