17,530 Commits over 1,614 Days - 0.45cph!
More Survival Goal branch tweaks
Removed Bool/InverseBool types from ReponseCurve, also removed the "use animation curve for sampling" flag, no we only use the anim curve for front end visualisation even though it's shite.
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-warmth need was broken and always 0, fixed it to work as intended.
DSE return 0 on consideration "fail"
Merge from consideration return
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Exposed ScoreForDM flag on goals, plans, and the node vis editor
"Cold" Need, aka inverse Warmth
Warmth Need consideration uses new stat, better curve
Added Warmth simulator to StatSimulators.cs
Added Warmth Need, updated stat collections
Reverted to cs#3723 Unit.Animation.cs
Updated island scene, reset waterfall sound pitch
First iteration of penalty (not yet using failure).
more furious waterfall sound settings
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
Fixed null action in Ability.InitiateChildPlayGroup
Added WetnessConsideration
Renamed the Survival/WarmUp Goal to "Stay Warm & Dry", expanded with plans for finding shelter when it's raining
Fixed UI/PlayerController picking up interactables that they should not (goto so, grazing points, etc)
Building description tweak
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible
Reverted UDM change we don't need
Reverted Entity equality members that broke basically everything
run sound on run
merge... - run sound on run
merge...
Fixed building placement rotation issuee
Female vox running edited
Fixed missing newline in UnitInfoWidget
Removed grass from temperate biome
Reset unit prefab audio sources, reduced range of random pitch per unit
Some sounds, ambient, fire and reverb zones
chopped running vox, moved events rain music
Ocean disc, adjusting cloud billboards height to avoid clipping, tweaked player camera far clip and ocean size down to reduce shadow artifacting
Navmesh
-should fix camera moving when game is windowed and unfocused
readded bits to start of river
added aurora music to events