252,178 Commits over 3,990 Days - 2.63cph!
Put ticking on a tod seconds pulse, for better time scaling.
Tweak Awake, Alive, Cold and Starving Effects so that people dont die of starvation quite so quickly
Rebaked island01 navmesh, didn't fix anything ;x
Removed UnityEditor from EntityManager.
Not 100% sure, but I suppose we should strive to make a complete cycle before we break out pre spending entire ms budget, rather than to break out when we reach the end of the list... hm...
Ehrm, let's not iterate the list of entities more than once, shall we! Let's not keep "that" hard to the ms budget.
Moved ms budget ticking into Entity Manager without a generic solution to get some more improvements. Changed Entity tick budget to 5 ms.
More entity budget tick integration stuffs.
FOR FUCK SAKE corridor gate, made the light red when the door is closed rather than the weird orange
Fixed cusor import settings
Added music to tribe create
HumanView no longer initializes MaterialPropertyBlock fields
Adde BasicSurvival module to all Unit data
Added AIModules, which hold Goals data, AgentParameters now stores a list of AIModules
ÀIDesigner tweaks and pre-module commit
Started introducing ms budget to Entity Manager.
UnitView formatting/commented out alignment raycast stuff for now
Wrote and ran goal data conversion script
Unit View prefab creation now stores the mesh as as child
AIDesigner nodes now filter their Add goal/plan lists to exclude the current node's data ID
Fixed variable luminance in playermodel preview on Hapis (#661)
Fixed decals not getting cloud coverage shadowing on Hapis; now working in forward path
Cloud coverage path now completely excluded from all shaders when not in use (only used in Hapis right now)
Disabled/deprecated weather wetness layer (might become persistent and/or area based instead)
First draft of character creation music loop
Effects data fixes, ported back actions etc from 4155
removed can transition to self from some anims
Disabled effects data validation for the time being
this is supposed to have IK on the human feet and rotate the animals on slopes then counter rotate the heads
Effect/StatMinipulator fixes
Updating the player classes.
Show locked level on searched icons
Started work on roads
fixed command line startup
Fix for water depth-to-surface frame delay; ensuring proper water draw ordering to after camera is resolved
added most of the engine and engine parts, window trim, front headlights, front grill and radiator
Automated Linux DS Build #288
Automated Windows Build #288
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances
resetbp reverts unlocked items to default
Merge from effect refactor
Automated Linux Build #288
Windows no longer tries to load non-ttf fonts and crash
Added IMaterial:GetKeyValues
NPCs play default footsteps
xp.reset works
xp.setlevel works
StatMinipulatorParametersDrawer swishy++
Fixed XP notice HUD getting huge
Reduced xp gain particle count
Craft count spacing
Hide uncraftable blueprints (like the key)
Don't allow craft if parent item hasn't been unlocked
Show "parent item needs unlock"
Order locked blueprints by cost
Show child items in blueprint description
Fixed xp particle explosion when spending xp
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Removed old NestedEditor types
Effects data
NestedEditor attribute / drawer tweaks, added to all EffecSettings fields
Added EffectSettingsWrapper, used where data stores a list of effects, for easier property drawer usage