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17,530 Commits over 1,614 Days - 0.45cph!

8 Years Ago
island-01 navmesh bake
8 Years Ago
cliff_2b prefab fixes, island-01 cliff placement, splats, topology painting
8 Years Ago
grassy edge texture alpha tweaks
8 Years Ago
cherry picking 12762, 12764
8 Years Ago
merge from cliffs remodel
8 Years Ago
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)
8 Years Ago
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
8 Years Ago
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
8 Years Ago
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
8 Years Ago
Unsaved changes
8 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
8 Years Ago
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
8 Years Ago
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
8 Years Ago
Updated ASE to 1.3.1.07
8 Years Ago
Updated ASE to 1.3.1
8 Years Ago
Fixed before/std blend w/ terrain ignoring Albedo texture
8 Years Ago
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
8 Years Ago
Fixed item placement command generation doubling up commands for placeable items
8 Years Ago
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
8 Years Ago
Fixed build error in SetDestination
8 Years Ago
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
8 Years Ago
Can now trigger unlock definition unlocks from the Debug Tool->World tab
8 Years Ago
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
8 Years Ago
Cherry picking 12719, 12720
8 Years Ago
Blackboard can store quaternions Reenabled rotation support for item placement
8 Years Ago
more hippo
8 Years Ago
hippo polish
8 Years Ago
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
8 Years Ago
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
8 Years Ago
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)
8 Years Ago
hippo polish and rhino first pass
8 Years Ago
hippo
8 Years Ago
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
8 Years Ago
unsaved changes
8 Years Ago
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)
8 Years Ago
More item placement stuff (chalk material, colour changes, better cancel placement)
8 Years Ago
Basic first pass on better item placement logic
8 Years Ago
sebov merge this if you want to setup isLookingAround bool in your walking around
8 Years Ago
Some unsaved changes
8 Years Ago
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
8 Years Ago
Units no longer play the getup animation when seen in the unit portrait manager
8 Years Ago
merge from options branch
8 Years Ago
hippo work
8 Years Ago
Data save, various default modules
8 Years Ago
removed moveStateLerped definition value so it will update when unit is spawned
8 Years Ago
removed old movement bools
8 Years Ago
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
8 Years Ago
find attacker to fight checks for targetting again
8 Years Ago
missed an add
8 Years Ago
hostility / comparison conditions cleanup