19,298 Commits over 1,614 Days - 0.50cph!
New Objective: Befriend A Tribe (added to Washed Up)
Axes and spears are now gifts (Improved versions are more valuable gifts)
New TribeDiplomacyTrigger type for detecting diplomacy changes
Can no longer breed with people from other tribes
Fixed some issues with gifting items
Fixed oaks getting bad material colors
Various post tweaks, biome colors
New foliage mats to biome libs
Oak spawns (replace pines for now, to test)
oak tree has no shadows on leaves
Spawn populations editor fix
Build fix
Objectives UI can be collapsed
new oak tree model
new fern
upgrading foliage,bush/grass/ferns to work with foliage shader
Disabled map camera transitions pending refactor
Objectives console commands fixes
Objectives console commands
SimpleConsole warns you when a method with the ConComd attribute is not valid
DataAsset OnValidate cleanup that I've been meaning to do for ages
Removed some time delays when cooking with a stick
Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
Some more tutorial screen info/images
Added persisted data for consumable (cooked amount/states)
Collated command for cooking items on fire
Can now set the cooked state of an item via the debug tools
Various objectives bits
Fixed building completion activity not being generated when a building does not require construction or materials
All completion triggers must pass before an objective is completed
Added "Build a camp" objective with time limit (Washed Up game mode)
Objective time remaining displayed on UI
Disabled idle sit on ground behaviour
DataBrowser saves sidebar scroll vector
More unsaved stuff + fixed build error
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
Fixed back button in radial menu widget in wrong position
Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator
IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires
Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
Testing out some new senses elect behaviour:
-The party leader's senses are now unaffected by being in a party (fixes sensing themselves)
-Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
Tasks refactoring, objectives progress
foliage shader update & merge
Objectives prep, tasks cleanup
BaseAssetEditor optimisation
Fixed BiomeSettingsEditor NRE when removing weather types from a season
RTS camera follows unit when selected
UI bits
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
Increased party overlay widget view distance to work better with new camera
Fixed sneak and jog party member movement mode behaviours
RTS camera tweaks
Controls modes prep
Fog of war distance calcs ignore height
Fog of war improvements, block player controller raycast when camera is in 50% or more fog
"Fog" of war camera effect, post profile
Fixed desires not having their owner set during load (properly)
Fixed InteractionDesire not being properly persisted
Game mode can specify which camera mode we use
InteractionDesire.GetIcon NRE fix
Uncomment steam integration stuff