17,530 Commits over 1,614 Days - 0.45cph!
cliff_2b prefab fixes, island-01 cliff placement, splats, topology painting
grassy edge texture alpha tweaks
merge from cliffs remodel
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated)
New Unlock: Advanced Fishing
Unlocks when a unit reaches Novice in Fishing
Unlocks the advanced spear
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource
Only changed in TestBox, this fixes fishing spots spawning underneath the ground
New Unlock: Storage
Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap
Unlocks Backpack, Basket and Pot
Back Pack now requires 2 sticks and 1 grass and the crafting table to craft
Basket and Pot now require the Crafting Table to craft
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle
Added missing nav mesh obstacles to the tanning rack and crafting table
Changed UIMaskedIcon and UIMaskedImage to use shader templates
Switched ui_mask and ui_portrait to original ASE shaders; now editable again
Nuked native and debug variants of UIMaskedIcon and UIMaskedImage; redundant now
Ported tool "Before/Find/Find Materials Using Shader" from Rust
Minor changes to ASE's UIDefault shader template
Fixed before/std blend w/ terrain ignoring Albedo texture
Fixed tree cutting test scene missing a navmesh?
Added a Carpentry unlock definition
Requires Woodcutting - Adept and Standard Buildings
Unlocks Log Seat (Large+Small), Palisade and Fence
Fixed item placement command generation doubling up commands for placeable items
New Unlock Definition - Advanced Crafting
Requires Whittling-Apprentice
Unlocks crafting table, rabbit trap and stone axe
Rabbit Trap and Stone Axe now require the crafting table to be crafted
Fixed build error in SetDestination
New Unlock Definition - Advanced Leatherworking
Requires player to craft Hat or Animal Hide Bed
Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01)
Tanning Rack now requires 4 wood, 4 stone and 1 animal hide
Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack
Fixed Tanning Rack not having collisions or an interaction position
Can now trigger unlock definition unlocks from the Debug Tool->World tab
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Blackboard can store quaternions
Reenabled rotation support for item placement
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option)
All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit)
Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
Item placement skips rotation placement (rotation is driven by placement parameters)
Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
hippo polish and rhino first pass
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
More item placement stuff (chalk material, colour changes, better cancel placement)
Basic first pass on better item placement logic
sebov merge this if you want to setup isLookingAround bool in your walking around
Some WIP volume settings in the options menu
Exposed Music, Effects and UI volume control
Can mute or double the default volume for each volume control
Units no longer play the getup animation when seen in the unit portrait manager
merge from options branch
Data save, various default modules
removed moveStateLerped definition value so it will update when unit is spawned
removed old movement bools
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
find attacker to fight checks for targetting again
hostility / comparison conditions cleanup