200,929 Commits over 4,171 Days - 2.01cph!
merge from main/weatherambience
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
Maybe forgot to save a thing
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Fixed issues with SpeciesSettings.GetViewPrefab
Started work on Group+Knowledge and Tribe+Knowledge.
Cached a lot of the common Consideration lookups at the Group level.
Optimized Value of Harvest Consideration.
Added head tracking to PlayerInput
prefab update with build volumes and crate spawns
tier 2 furnace brick texture sets
meta files / half res tweak
Added new clouds to cloud city scene with shaders and materials. Changed skybox lighting.
added clouds to art respository, updated max file
added roadsign kilt
added bone jacket & pants
added wood jacket & pants
protocol++
Fixed some PlayerInput code being executed for every player (instead of just the local player)
TrackIR bindings now only log errors
wood chestplate uses wood protection (was using wolf, derp)
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities.
Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
bone armor a bit better at protecting against spear attacks
can wear bone/wood armor over hide pants
Added building prevent_building colliders to barricades
Fixed accidental item grant
storage containers spew contents when ground is missing
How much trouble would it cause if each line of text was its own canvas
Fixed accidentally DDOS'ing Valve
Fixed issue with entities not being destroyed when they dont have a smartobject component
Moved BuildingSkin out to it's own file, added skeleton for BuildingState
Added MachineProcessEffect monobehaviour to track and manage effects created by Machines
MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing)
FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect)
Cleaned up FX_Fire prefab a bit
Basic effects stuff in MachineProcess
Fixed IndexOutOfRangeException when graphics.shadowlights is less than 0
Added shadow light count slider to F2 menu
Added pooling system and basic audio system.
re-added clouds to cloud city env
Added debug view support to deploy volume checks (numpad /)
Fixed a bunch of warnings
Removed behaviour component with missing script from ambience/default prefab (cc alexrehberg)
Some Consideration cleanup.