19,298 Commits over 1,614 Days - 0.50cph!
TimeManager exposes ranges for start datetime, as well as the days per year used to calculate our TOD scaler
Clean up pause/resume behaviour, MotionBlur is correctly toggled
DebugTools shows full dateTime
TimeManager.DateTime is constructed on demand, using second/minute/hour from TOD and scaled values from the internal dateTime field
Improved GridManager / WorldManager init order
More descriptive "already destroyed" error msgs
TOD prefab tweaks to match the default temperate TOD xml that is no longer being loaded from the BiomeSettings
Cleaning up the TimeManager event listeners in EntityComponents
Forgot to reset timeScale lerp value
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
Moved all time related stuff to TimeManager
Added errors when we're trying to destroy entities that already destroyed
Changing Game Speed should now Lerp toward the new target value.
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
When tribe wakes up, set gamespeed back to Normal, not Previous.
Made GameManager return early if incoming value is same as current value for GameSpeed.
On change speed to Super if it's not already set to Super, for the case of entire tribe being asleep, since internally GameManager doesn't handle any early returns when the incoming value is the same.
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
Cleaned up OnMemberFlagChange that it supports more than just "in combat", that we just check flag and forward into "handlers".
Added events for when entire tribe is asleep and when the tribe awakes again (when at least one is awake).
Added Sleeping flag handler for OnMemeberFlagChange, that bookkeeps how many tribesmembers are asleep.
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
Reproduction was removing it's OnMinute from OnDay. Fixed.
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
No shadows on dirtclick.
Added sounds to dirtclick.
Sleep FX scale mod + offset save
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
Territories should now be less massive
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
VisualFX can specify the AudioSourceType for any sounds they want to play
EffectVisualFX can specify a UnitSoundType
AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable
Removed redundant sound emitter.
Sleeping tired conflict.
Merged from branch (Building Construction Requirements can now be specified by generic material types AND specific types of items, eg wooden logs).
Construction requirements can now be specified by both generic material types and specific items.
Small Animal Skin Tent now require wooden logs.
SceneSaveHook isnt stupid. Build settings no longer contains 57 copies of island4.
Alert FX doesn't lag or behave weirdly anymore.
Didn't add a sound to the alert FX, I don't know what you are talking about.
Removed dummies spawner from testbox
Dummies are now herbivore
Fires have a smaller heat range
Fixed NRE when trying to open the radial over the campfire and potentially other entities
People can no longer talk to random objects
AssetMenu and AssetListDrawer only show groups of asset types when the group contains more than one asset, otherwise it just that asset
More work on building construction and it's requirements.