19,298 Commits over 1,614 Days - 0.50cph!
fixed random weight fuckeries for getting personality
Weighted object, editor & data fixes
Changed UIMaskedIcon and UIMaskedImage to use shader templates
Switched ui_mask and ui_portrait to original ASE shaders; now editable again
Nuked native and debug variants of UIMaskedIcon and UIMaskedImage; redundant now
Ported tool "Before/Find/Find Materials Using Shader" from Rust
Minor changes to ASE's UIDefault shader template
DSEs on modules working
Fixed AI designer not showing default modules from module groups
Temporary fix for NRE in Personality.Create()
Minor DM refactoring, DSE on Ai Module progress
changed cliff grassy bits material to terrain blend
Fixed before/std blend w/ terrain ignoring Albedo texture
rock cliffs and rock_big LODs, prefabs updated
WIP:
weights on opinion / belief data.
group component to handle personality assignment (used to be traits).
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
Fixed item placement command generation doubling up commands for placeable items
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted
Fixed build error in SetDestination
New Unlock Definition - Advanced Leatherworking
Requires player to craft Hat or Animal Hide Bed
Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01)
Tanning Rack now requires 4 wood, 4 stone and 1 animal hide
Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack
Fixed Tanning Rack not having collisions or an interaction position
Can now trigger unlock definition unlocks from the Debug Tool->World tab
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
more weapon definition stuff
Merged Opinions, Traits & Beliefs into single Unit.Personality component
Added PersonalityTypeDefinition
Added WeaponTypeDefinition.
Moved OpinionTypes to separate class.
rock cliffs simplified colliders, edge grassy bits mockup
Fixed SpawnHandler wasting frames and causing long ass load times
Fixed bad default quality settings
More refactoring of Beliefs to Opinions, added OpinionTypes, fixed existing data
Added OpinionSettingsEditor
Beliefs is now called Opinions.
Units can now like or dislike particular entities.
People will sometimes go and look at things while wandering with a preference for things they like.
Blackboard can store quaternions
Reenabled rotation support for item placement
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option)
All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit)
Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
island-02 navmesh Zone rebake
island-02 cliffs and forest topology masks update
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
hippo polish and rhino first pass
island-02 cliffs placement adjustments