197,427 Commits over 4,110 Days - 2.00cph!
apparently I changed Eat Something
Started looking into adding a mission framework
Added wall sockets to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder trigger so they can be climbed from all sides and traversed around
Reduced health of low walls by 50%
Network++
Save++
When scared / high fear, our mood is affected.
Cap mood to 50% when fleeing.
Renamed Omnivore AI Module to be general Food, and put it on all animals
Effects can optionally filter the UnitClass they are applicable to
Added "Watch Target" behaviour under common combat module (WIP)
No longer remove dead units from their group (testing)
Unit DM perception filtering support
Conversation topic editor
All items now have their own price
Moved unit id assignment to a function
WIP unit spawn stuff
Reduced twig decay to one hour delay plus one hour duration
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
Material tweaks
Launch_site terrain triggers, prevent building volumes
Diplomacy component hooks into entity manager events to create or remove relations data
Diplomacy relations used in hostility checks
Can now set colours per category for emote bubbles and options
Group diplomacy component boilerplate, components cleanup
Refactored tile highlighting, now takes border state and state as parameters instead of calculating it inside the function
Made the message object active again by default
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
research table shows health
fixed recycler not giving appropriate scrap when components were stacked
skin approval
skin icons
snow jacket protection increased
snow jacked cost reduced
Added recycler to both harbors
Added Research table to sat dish
lowered cost of Bananda
lowered cost of cap
lowered cost of balaclava
lowered cost of boonie hat
lowered cost of burlap headwrap
Added scrap resources ( fuel for research bench)
barrels drop 1 scrap
boxes drop 5-10 scrap
can use scrap to create components
can recycle components into scrap (10% yield)
phrases
manifest
protocol++
Accidentally turned saving off on vehicles
Animals are now scared of fire
- Fixed missing EntityComponent persisted data type
- Version++
Merge latest in from Main
fire should now contribute to threat
Unrestricted entity selection should work
Fixed bad profiler sample in ItemAttachments
Disabled interaction position block check for testing
Fixed buildings created from pre-existing views in the scene not being properly set up