19,298 Commits over 1,614 Days - 0.50cph!
fixed time range overflowing
animal data; sleep patterns, diet, gestation
Added support for Seasonal sleep patterns
Moved some navigation related settings to NavigationParameters
Rally/Home icons
Working with integration of the Session concept in GameManager. Tried some directions that will be changed for next commit, so this isn't representative of the final direction necessarily.
Added role gain to some cooking interactions for testing purposes
Home & Rally buttons added to UI
Before/UI Mask ported to ASE
some kind of attempt at code to make the corpse meat chunks dissapear when used
Removed ExternalAssets folder, which contained the projects for GameSaveData.
Removed GameSaveData dlls and the ProtoLoader interface that accessed them.
Removed last pieces of GameSaveData namespace from our code.
meta file changes for some ase samples
trying to make deer show how many bits of meat are left on them
Removed maxNumberOfSamplesPerFrame set in GameManager since it's obselete in 5.5
Commenting out steamworks init because we dont really need it right now
latest amplify shader editor
started persistence cleanup
base setup of sessions (integration with game manager pending)
Fixed NRE in SmartObject.CreateInteractionPositions, spits warnings when an interaction ref is null, also does the same in BaseEntitySettings.OnValidate
revert this shader because I accidently checked in a broken version
Fixed Inverse Exponential function of Response Curve.
started adding stat comparison with group.
fixed exponential curve calculation.
ConsiderationGroupSettings editor
Re-worked food AI related to resources/dispensers, humans now take food from dispensers, relying on DM to then eat that food
Added DispensablesConditionSettings, for checking if a target Dispenser provides suitable food for a unit's diet
Added Consideration Group (needs editor work)
Fixed egg thing because reasons
ASE.CustomMaterialInspector error fix
changed hair to new shader
cleaned up and swapped shader on animal materials
Particle egg thing backup because I'm too lazy to split into a new proj right now
TakeFromDispenserSettings consume fix
Skin shader tweaks
TakeFromDispenser picks up item using animation bypass overload
removed unused materials and switched used one to new animal shader for the bear
switched animal_skin shader to new shader (used on clothes)
Fixed VisualFXParameters adding duplicate VisualFX components to prefabs when cached
Removed animations from ConsumeFromX interactions
Animation event debug stuff
Fixed potential DebugToolsObject.DrawUnitGizmos NRE
VisualFX particle system API changes
Profiling directives, fixed a couple of bad samples