240,763 Commits over 3,867 Days - 2.59cph!
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
Missed a trigger on Movement(Walking) effect
Fixed movement effects being applied badly
IsMoving condition on some effects to be safe
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
Added SleepInside/SitInside interactions for buildings, updated goal plans
Unit speed anim param tweak
Mixer tweaks, effects fixes
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Effects tweaks, removed old Sprinting effect
Added big sticks to tree resource items
- Camera can now pan to a location
- Notifcation bubbles can now be clicked to focus the camera on the notification entity
Fixed river mesh shading in low quality modes
Reset behaviour on wake up
CollisionDetectionMode.ContinuousDynamic
Box colliders on some item views
- Raft now moves faster
- Made trees easier to target
- Fixes
Only add the +1f to debug spawn height for items
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
- Island Discovery
- Some notification stuff
- Island appearance stuff
Debug item spawn gets terrain height and is offset by 1
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
Removed some commented code
Fixed Unit views not being correctly parented/zeroed to their entity
Fixing more entity scales
updated all entity view prefab scales
Tweaks to EntityView creation and setup, with better scaling support
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Controller updates, changed lots of effects to use parallel actions
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
EntityView prefab min scale
- Added IslandContainerEvents to position people when they're transferred to an island
- Sea travel and island tranferring works but is pretty janky
Disabled "drop undesired item" goal until we can fix it
DM no longer disabled durin sleep
- Added ContainerUtils.TransferAllEntities
- Added ActionTransferContainerEntities
- Vehicles now unload all their entities to islands (but not visually yet)
- Fixed some control bugs, reworked a bit of interactions. Needs clean up
- Added SeaInteractable
- Added World.GetFloorPosition to get the height on island or sea level
Automated Linux DS Build #241
Automated Windows Build #241