19,298 Commits over 1,614 Days - 0.50cph!
Added new incoming storm sound, deleted old stuff
Deleted some old sounds and add new atmospheric music no. 20
Refactored Unit+Items pickup animation callback/event data stuff to be less shit
Added animation callbacks for AttackHit in Unit+Combat
bear attack tweak
bear aggressive idle, ow, eat anims
generic animal controller updated a little
Implememented Petur's new threat algo in Unit+Senses
Fixed several issues with Unit movement and GoToX actions and AttackEntity
Updated stats data from gsheet
Fixed stat importer not supporting float
Switch senses code to use regular v3 distance for now due to requirements of morale calc
Fixed wait time in Graze interaction
female has eyes and noses from male
can see mouth in all beards
animals have movement anims at 2meters per second so fits with generic movement controller
update human item materials
updated mammoth colour on animal colour atlas
fast walk for mammoth(its rubbish)
Tweaked mouth PSD and material
Added Intelligence stat
whoops, this was meant to be the last checkin
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
-little wait action fixes (typo, and wait time being always == MinWaitTime)
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
TOD, material and post tweaks
Graze interaction tweaks, hooked up some more states in the generic animal anim controller
Added Graze interaction to Grazing Point SO, replaced GoTo action in the chain with GoToInRadius (25)
Added SmartObjects to debug spawner
Bear material tweak
Added UnitDietConsideration
-grazing goal and interaction
Make colliders on smartobjects without views a bit bigger by default
Skin shader tweaks
Shrubbery and rock/cliff values
SpawnPopulationSettings supports SmartObjectSettings
Updated species data that i forgot to save
new atlas and move animals and human male items to it
new human male items, first pass to see how everything works
mouth test for human male - trying this
may have broken something on bear hat with merge?
Tweaked TOD settings quite a bit, ambient should be better
Fixed IsCarryingItemCondition not actually being implemented!
Added seperate Interaction for butchering/harvesting an animal
Added more conditions for unit diet type, herbivores will no longer eat meat, carnivores no longer eat berries
Added FoodTypes and data to ConsumableParams
Changed species dietry preferences to a weighted list of FoodTypes, updated considerations to score against this list rather than item ID
Updated all consumables with better effects and FoodTypes
Updated all species dietry data
Pre HDR-lighting unfuckery backup commit
Fixed "Before/VertexLit Blended" ambient lighting
remove emissive part(ambient/fresnel)
Fixed sitting/resting state issues in interactions/effects and the human animator
Removed debug lines from Unit+senses
Fixed potential navmesh issue error in unit + movement
Find weapon ability doesnt search by tag but uses IsWeapon check instead
Player goal momentum set to 1.5f
GPV.Reset doesnt nullify the goal plan or stop momentum
Global weather toggle on debug panel
Updated shaderforge
Removed EnumGenerator
SmartObject collider trigger size is determinded by largest bounds in children
Some smartobject collider tweaks, hopefully fixes some raycasting issues
CSV stat import always loads from Resources/Data/stats.csv
Move stat CSV import to Tools menu, now imports stats to all StatCollections at once
Added CVS import in StatCollectionSettingsEditor
Removed BeholdR because compile errors
TribeStartArea now has a blocker collider in it, added the Blocker layer to SpawnHandler's default layer mask on creation
Improved destination flee algorithim in Unit+Morale
Tribe spawning now dependant on TribeSpawnArea prefab, you must place one in the zone for a tribe to spawn!
Added click/interaction sound to PlayerController, refactored a little