19,298 Commits over 1,614 Days - 0.50cph!
AI designer tab persistence, polish and bug fixes
rebaked island2
rebaked lost & found
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
Better automatic nav mesh obstacle sizing for resource views
Added collapsed cliffs to levels
cliff_collapsed_01 files & prefab
EntityViewUtility NRE fix
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
TraitsConfig renamed to PersonalityConfig.
Entities can now be excluded from opinions in config.
Refactored desire save/load to be more good, less bad.
fixed retarded code resulting in Twats hating everything.
Trigger event wrapper cleanup
let's not have snow in the tutorial
island-01 central mountain rework
crafting now happens immediately
put crafting module back in
apparently I maybe made changes to building AI
Blocked steam initialisation in editor
Fixed some issues stopping views from being updated
Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
Updated Facepunch stuff
Fixed lingering event listener in InfluenceAndTerritory
InteractionPosition.CheckIfBlocked optionally ignores a unit view
Fix for reservations not being reservations
InteractionPosition.OnTriggerExit only checks if blocked if the collider was tagged "Unit"
fix for interaction positions being blocked by the person occupying them when re-using the same position
improvements to preventing people from taking the same interaction position.
wandering idle behaviours use correct animation
player commanded action tidy up
Added PlayerCommanded bool to GPVs.
Used for keep desires.
island-02 mountain rework wip
Weather debug flag to always update from data in editor
Race/tribe color tweaks, randomised color from palettes for clothing
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Can now light torches with other lit torches
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
Humans now have AI for dropping undesired items.
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)