194,758 Commits over 4,079 Days - 1.99cph!
We now start back at the proper start location for testbox.
Working on getting cooking working properly with Burning. Somehow fucked up color lerping for no apparent reason... weirdness!
Cherry picked water collider gathering fix
Fixed not gathering river colliders
everything unlocked
added door/barricade system
Fixed bad animator bool action in Ability.GoToSleep
StatManipulation modify by percentage of target value shite
Exhaustion effect tweaks
Merged water visibility triggers
tweaked iron sights on a bunch of weapons
Merge from water-vis-trigger
Refactor waterEx to better accomodate vis trigger changes
Updated water prefab
Updated hapis waterEx config
Worldgen settings now per ring
Tribe waking up no longer slows down gamespeed
World gen tool beginnings, prefab.
Visibility and Noise init values
Fixed grid conversion derp.
Fixed perception cooldown in SetDestination.
Fixed DebugToolTabEntityInfo not showing flags
Renabled view preview in data browser
Added effects for all traits that were missing them
Added Tough Trait
Disabled View previews in EntitySettingsEditor
No more starting stats values because they are redundant
Clear command toggles before reseting the toggle's state
Tribe creation toggle/choices improvements
Correct projector position
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Emotes caches animator state info for controller override switch, same pattern in WearableSlot to fix animation jump when rebinding the rig to new skinned clothing
Added PointerTweener helper script to simplify common UI tweening setups
Tribe create toggles WIP
Fixed MenuUI not setting modal state
Fixed PlayerCamera RTS Module edge scrolling being fucked
Made UIScreen transitions more robust
Let's display the new fields for Burned state of the CorpseParameters in EntityComponentLayout.
Cook Corpse process can now burn corpses.
Optimized terrain carving triggers (better projectile and player culling performance)
InteractionPositionStates move/rename. Clear NMA warp test
Fixed forced Decativation of UIWidgets causing bad tweener states
InteractionPosition toggles NavMeshAgent.updateRotation too
Added Gequal, Equal and Lequal utility helpers for floats when we want to compare with a precision to int conversion, because comparing floats can be icky.
Swap warp/update position in InteractionPosition.Clear
Re-enabled NavMeshObstacle blockers in Collaborations
Reset hair movement setting
Hair material lightwrapping/transmission reduced