194,758 Commits over 4,079 Days - 1.99cph!
Made radial menu and player controller relationship less shit
First iteration of preventing eating off of corpses that's in a machine process. Can't test due to "pickup corpse" not being available atm.
Fixed a couple of interactions being exposed to player
Being attacked condition should now take into account units targeting as well as actually attacking
Added age back in. This could've been pointless.
Task.FeedTheTribe triggers when the average Hunger need > 0.3
stealth idle improvements and added to effect stance stealth
added isStealth bool to toggle hooked up to stealthy looking idle anim when we are in stealth mode
Automated Linux DS Build #15
Automated Windows Build #15
Automated Linux Build #15
Decided to inline initialisations that only happen in one place in Carmack/Blow style (see: http://number-none.com/blow/john_carmack_on_inlined_code.html)
Character conversion continues
Packed terrain coarse height & slope back together; made it quarter res again, compensated in foliage shader
Added dynamic visibility mask to water system
Added water visiblity trigger; modified WaterLevel to allow collision toggle
Added default lake material
Updated water prefab: moved water comp to root, other changes/cleanups
Automated Linux DS Build #435
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Automated Windows Build #435
Automated Linux Build #435
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When a Unit picks up an item, it now removes the item from it's HolderContainer, if a HolderContainer exist.
Wetness value is now simulated
Loners will now ponder for a while when wandering
Units with the Loner Trait will randomly wander around away from the rest of the Tribe, shunning any social interaction
Added EffectCategories enum, groups in DataBrowser
Improved DataBrowser collapse/expand all behaviour
RandomAnimatorTriggerSettings refactored and actually working ;o
temperate and tropical bird sfx
put nan check in on lookat quat to fix error that seems to be popping up a lit
removed head look at target if inCombat
AnimationTagState fiddling
Waking up from sleep now uses an AI based approach