17,530 Commits over 1,614 Days - 0.45cph!
Added TreeModel helper monobehaviour for asset setup
trying to make trees do something nice when they hit the ground and also stop the trunk from animating when cut down
Navigation debug display
Tall pines spawn population fix (entity, not prefab!)
Fixed AI designer sidebar scrollbar overlap
Exposed Agent+Behaviour GPV slots via dictionary, replacing old lookup methods.
rebaked tree to stop end wobbling
Small hut sleep positions
rebaked vertex colours for small pine tree
Fixed UnitAttachments runtime adjustment not accounting for missing offset data for the active attachment role
Adjusted stone club attachment offset data
Fixed DSE editor not showing considerations after a null element and preventing removal of the element
Removed null bonus from Goal.MakeFire
Updated FacepPunch Unity bits, nuked old report window
Fixed ActivityNotificationElement button click NRE and not resetting .enabled
Fixed radial displaying two sets of conversation topic options (needs collating into radial levels/nested options)
the total for each sense now doesn't account for friendly units in order to stop people from waking up their fellow tribesmen until a more detailed solution has been found
Smaller InView gizmos
Removing some debug bits
People should now go to sleep when they have low energy, even during the day
Fixed Conversations.GetTopics always returning false
Added ActivityTypeDefinitionEditor, shows keywords
Fixed badly named ActivityKeyword interface
Improved Acitivty Notifications UI widget
Cleaned up use of Unit.IsInView extension method in some UI widgets (enemy overlay, conversations)
Moved some DSE/Considerations editor stuff around
tree deform should mostly work, still room for lots of polish
Tree component destroys the parent resource entity when felled (after impact)
Tree component drives "extra wind" for felling trees
BeforeFoliage shader uses global wind vector, exposes extra wind vector, uses Vector4 (needs more tinkering from someone with a brain)
Fixed bad material call in Tree
Biome material library editor improvements
Replaced pines with new asset, Tree component etc
Zone+Weather sets shader global "global_Wind" in Update
Renamed Color to Main Color on before/foliage shader due to runtime errors
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
set materials back to speed tree
Effect icons in the detail view screen are now the same as the HUD widget
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Fixed EntityManager throwing an exception on boot
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Updated ASE to 1.1.0 dev 002
missing from last checkin
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
fixed building placement physics checkbox not respecting building rotation
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
Added an editor preference that exits Play mode in the editor when a compile is detected
Navigation component clears destinations list when the last is reached
Senses gizmos debug behind editor pref/options