19,298 Commits over 1,614 Days - 0.50cph!
Fixed another incorrect UI material
AI designer goal copy/cut & paste
fixed null personality in data causing NRE.
Building module is back in (but probably needs balancing).
Goals can inherit their score from the parent module
Removed obsolete conditions list from AIModuleSettings
AI module nodes in the AI designer now display their DSE and enabled toggle
Removed TraitSettingsWrapperDrawer.
Added a couple of missing Serializable and AssetMenu attributes.
Test data in Twat personality.
People now remember the last entity they looked at and won't look at it again while wandering
Further cleanup of weighted things
Heat map contribution of campfire is 0.5
TemperatureGrid refuckoring
TemperatureGrid this[] cleanup
New TemperatureSimulator calc, updated insulation values for various pieces of clothing
Various Stats & Senses optimisations
DataAsset equality members & operators
bunch more work on island-02
lost and found level update
Definition.DisplayName lazy getter checks displayname via IsNullOrEmpty
Island-01 height and water map rebake
deleting this stuff plastic readded when it forced me to update before checkin
Saved everything again cause im a fucking melon
cliff_2b prefab fixes, island-01 cliff placement, splats, topology painting
validated all the asset ever and saved em
DataAsset.OnValidate name caching, cleanup
Removed AIModuleSettingsWrapper, various related cleanup
Stripped modules from Rhino
grassy edge texture alpha tweaks
Cleaning up asset display name + debug name and formatting usage (also improves editor perf in AI designer and other tools)
Fixed pause overlay flashing up when switching game speed
ImageMasked creates fresh material instance if the ref material shader differs
Disabled pathfinding filtering in DM (testing)
Fixed biome mat objects not being initialized on warmup and causing a pref spike when used on decor objects
merge from cliffs remodel
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated)
New Unlock: Advanced Fishing
Unlocks when a unit reaches Novice in Fishing
Unlocks the advanced spear
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource
Only changed in TestBox, this fixes fishing spots spawning underneath the ground
New Unlock: Storage
Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap
Unlocks Backpack, Basket and Pot
Back Pack now requires 2 sticks and 1 grass and the crafting table to craft
Basket and Pot now require the Crafting Table to craft
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle
Added missing nav mesh obstacles to the tanning rack and crafting table