19,298 Commits over 1,614 Days - 0.50cph!
Flattened normals on the curved horizon plate because shading is lol.
oops shader arithmetic derp
Horizon billboards.
Random mat shit.
Water script can pull various samples from TOD
Tinkering with water_edge_shore
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
recovered waterfall foam shader
Color matched ocean and river
Perceived Units should clear before reconstructing over surrounding units, else we'd be perceiving things "on the other side of the island".
Missing berry bush prefab re-made
Group's should remove units when they die now
Mood stat getter fix
combat idle setup with first pass anim
human ouch anim has ouch sounds attached
missed one anim from last checkin
dead anims for animals, but not working quite right as they still loop the dead anim again
Removed building debug logs
NGPV debug scores updated
Testing a different approach to Agent goal variant comparison and re-scoring
Data tweaks
Time/Season/Temperature on world debug panel
Touched ReourceView with my special hand
DesireCondition improvements
SetAnimatorParam callback support, not being used yet
Added Mood Vital, Social Need and simulator
-removed repeatedly checking need for food once already under a 'we want food cause foodneed!' goal
-harvesting resources from berry bushes now checks properly by type, so returns berries rather than sticks, so berry bushes aren't immediately nuked by anti-environmental cavemen
Game starts at 6.30am
Island 1 topology updates
Trees yield more logs and sticks
Ambient light in water edge shader
Reverted water edge shore shader, added SkyColor node, removed emission
Fixed Impregnate at breeding groups goal plan BC reading from BCD
-tiny change in UDM prevents senseless destruction of fruit bushes (checks not only if a building requires an item , but whether a building still requires more of such items)
Ugly editor magic to make sure it's not possible to read BCD that hasn't been written by a previous element in the BC
Changed max length of silence
Improved UDM BCD read error log
scene wip
darkened bushes a bit (also ghetto wip)
Debug scores tweak and DistanceConsideration hack/workaround for navmesh agent not being on the mesh
new slightly harder to build and higher capacity medium tent (although name seems to be wrong and coming from the prefab name)
Recovered & fixed old river shader. (Ocean shader tweaks had brokedz it)
Fixed sitting with a bool and trigger, ew.
GoalPlan equality tweaks
island002 is just island002 again nvm