195,015 Commits over 4,079 Days - 1.99cph!
Fixed SceneSaveHook being stupid
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook
Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
ActionSettings.TickImplementation now abstract
Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker
Senses uses Dictionaries of perception data rather than FixedArray
Broadcast TOD in playerlist
tweaked the ironsights on the bolt rifle
fixed alignment on the ak47 iron sight
More post tweaks, GraphicsOption cleanup
Motion blur disabled in freeze speed
Unity cinematic effects, temporal AA replaces SMAA because fuck it Petur needs a smooth bowstring 5/7 GOTY 2034
Knowledge overlay position dickery
projectile optimizations (improves fps with lots of gunfire)
Broadcasting truck defs when changed, preserves player network when changing scenes, player and truck now two entities
Cleaning up Item.Holder usage, added Item.IsContained and .HoldingContainer
Cleaned up MachineProcess.AddInput, removing a bunch of useless arguments that are now exposed to MachineProcessSettings data
Removed all "held interaction" data from ItemSettings et al, updated data validation to ensure items have the correct baseline interaction in accordance with other data
Fixed a bug causing items deposited to a building that is still under constructed have their interactions shown in the radial menu when interacting with the building
Fixed radial menu not animating properly or closing when clicked when the gamespeed is paused
Added Condition evaluation to the "Hand" menu in UnitCommandsWidget
Added BehaviourPlan.ToString override
Fixed missing MainCamera script on Player/Camera prefab
Reimported fresh ScionPP
More overlay UI tweaks, filtering out worn/held items, increased label pool size
Senses.IsPerceivable now rejects entities that are not flagged as interactable, or do not have a SmartObject component
Fixed shitty handling of attached projectiles in Corpse
Nuked shitty hack for SmartObject interaction availability when parent Item entity gets dropped or picked up, design better data instead
Added UnitView.Body fallback (spine)
Add Knowledge Overlay UI (hold V)
added default wall textures
added default door window and wall texture
Caves - Stalagmites/tites textures/models/LODs/COLs and prefabs
Caves - more puzzle rooms greybox
Added UnitMovementMode icon display to UnitInfoWidget
Added UI masked icon shader
Added TraitSettingsWrapper + drawer and editor support
Fixed some Unit selection and UI sounds overlapping, playing when they should not
Fixed a bug that allowed hover and select commands to pass through the UI (specifically radial menu)
Animal attack animations now have the attack state
Building placement shows forward vector arrow guide
Updating third parties
Fixed cached building desire being left over
Chase and and cockpit cam working - press F3 to switch between.
Cockpit view has some juddering etc with movement
Car super basic cockpit view
Fixed car wheel visuals suspension issues
Building commands now also cause player desire reset
Fixed hostility comparison
Rabbits and wolves in testbox
Data tweaks
Combat now also causes the sleep interrupt effect
fixed local tracers showing up for one frame on close objects
fixed muzzle flashes sometimes not casting real light
fixed weird glow on other peoples heads when shooting
Sleep interruption from noise actually works now
Added Instrument ItemType