194,758 Commits over 4,079 Days - 1.99cph!
Made "can statistically socialize" base itself on the generic statistical model.
Added genericl statistical model variant.
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Added log when server is fully started
Sticky gizmos for deferred decals
Placeholder illness effects.
Updated Raknet and added exposed network sim stuff.
Fixed duplicate sound bundle type in Unit.Bear
added small stick in the style of the big sticks
updated big sticks to have better shading
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
Automated Linux DS Build #14
painstakingly moving decals into my prefabs without gizmos :'((((
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier
remade big stick view model from 5 varients of sticks that made up wood building 01
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
Automated Windows Build #14
Automated Linux Build #14
Convex hulls models for prevent building volumes
Setup & prefab update
Splitting Collaborations related AI behaviours into distinct modules
Fixed AIDebugger calling TimeManager before it exists
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Coarse slope blur all channels for now
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE
Fixed CollaborationRecipientIsWaitingForSync incorrect state
Removed building blocked chat message when trying to place while placement guide is red
Fixed code lock placement guide not being shown as red when in unauthorized cupboard
Fixed bad toggle in collabs debug
Added CollaborationSettings data type, refactored related Actions and UnitComponent API
Added some Collaborations data to the debug tools panel
Fixed game only starting with 4 people when loading from main/standalone path
Fixed bad getter in ManagerSingleton.Instance causing some Mangers to be created twice when ru?nning the game from a Zone scene in editor
Added NavMeshObstacles to the two fire building view prefabs
First draft of Breed Collaboration
Cleaned up how we manage expired Collaboration Requests and Social Invitations
fixed some issues with the attacks while running not facing fowards and the torso twisting resetting while pausing.
removed
if (TimeManager.GameSpeed == GameSpeeds.Frozen)
return;
from lateupdate as the code after was still requried to run while paused in order to offset the bone rotation