19,298 Commits over 1,614 Days - 0.50cph!
Unit audio work, tweaked social goal scoring
proper export of the wave anim
added OnAnimationEvent AttackHit to terrorbird, sabertooth and mammoth
Changed some item slot + pool flags
Removed NavMeshObstacles on bush prefabs because death
Group+Knowledge lazy CanFindItemOfType
Item Desire fulfilment check supports ItemType
Added Socialise goal and "wave at" goal plan
made eyes bigger in prefab blend shape, temp hack will get lost when characters are rebuilt (but super quick to manually change)
TOD Time based wakeup at start for cave peoples.
Tweaked Sit By Fire related stuff a bit, but still feels a bit broken.
Ocean shader tweaks
Drop items if DepositToBuilding fails (haaaaack)
Building.RequiresItem also checks requirement amount
should play anim when crafting(untested)
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
Merge from 8_splat_support
Grass tinting support (temp fix)
Added Confidence in Decision consideration to a few goals and goal plans.
sticks rocks and berries have better view offset
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
Massive island got more massive and refactored.
Cleanup
water edge shader tweak, feel free to revert petur
crappy test wave mesh
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
Merge from 8_splat_support
Confidence in Decision consideration added. Not integrated with any DSE yet.
Break current goal in Agent.ClearGoals
Don't complete sit/sleeps
Units drop all items on death
Entity.PreDestroy re-parents any child entities
Scrapped the building construction states and skins system, driving new animator building stuff from construction completion %
split up tent basic into anim and setup a controller
bld_TentBasic constructionComplete
starting tent basic building setup
I dont know why this is a merge
Changed BuildingStates enum bitshifting to not use power of 2, seems to fix our filering
Removed debug log in Building, added None value to BuildingStates for testing
-buildings now build, and they also take the time specified on them.
Construct Interaction and Action tweak
Tweaks to Sleep weights.
Unit+Items reports error when attachmentpoints was null (breakpoint on error log in here until we catch the error please @maurizio @billowe ).
Test for NRE on attachment points for items (they seem to sometimes be null).
Adding another replacement attempt to unit personality's GetBehaviourDescription.
starting and stopping sleeping is no longer quite as bad
Fixed weather not changing properly
A bunch of tweaks to managers, removed "is debug" scene toggle crap
Added WeatherParticles component, a quick hack to disable particle FX in children based on wetness value of incoming weather
improved clipping of female clothes
people play hammer animation when building