17,530 Commits over 1,614 Days - 0.45cph!
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
Merge from 8_splat_support
Confidence in Decision consideration added. Not integrated with any DSE yet.
Break current goal in Agent.ClearGoals
Don't complete sit/sleeps
Units drop all items on death
Entity.PreDestroy re-parents any child entities
Scrapped the building construction states and skins system, driving new animator building stuff from construction completion %
split up tent basic into anim and setup a controller
bld_TentBasic constructionComplete
starting tent basic building setup
I dont know why this is a merge
Changed BuildingStates enum bitshifting to not use power of 2, seems to fix our filering
Removed debug log in Building, added None value to BuildingStates for testing
-buildings now build, and they also take the time specified on them.
Construct Interaction and Action tweak
Tweaks to Sleep weights.
Unit+Items reports error when attachmentpoints was null (breakpoint on error log in here until we catch the error please @maurizio @billowe ).
Test for NRE on attachment points for items (they seem to sometimes be null).
Adding another replacement attempt to unit personality's GetBehaviourDescription.
starting and stopping sleeping is no longer quite as bad
Fixed weather not changing properly
A bunch of tweaks to managers, removed "is debug" scene toggle crap
Added WeatherParticles component, a quick hack to disable particle FX in children based on wetness value of incoming weather
improved clipping of female clothes
people play hammer animation when building
Increased sleep energy gain rate
Sleep disables DM, clears goals
Removed graphics option for water
Added sabertooth to temperate spawn table
Added bushes to temperate decor spawns, also re-exported and fixed naming to play nice with our SPM processing
Added SMAA to graphics options presets
Fixed ActionChains not taking new elements
Fixed bug where EntityName would sometimes be null due to wrong test in Entity's implementation of that property.
water_body shader tweaks
fixed units not sprinting properly
Metas apparently, sup petur
Fixed Decision Log not showing behaviour information, improved heirarchy of Rest and Warm Up goals data
Tweaked audio mixer a bit to bring up ambient again
ActionChain tweaks
Fixed human sleep and sitting anims having Exit Time transitions where they shouldnt do
-added a GetRandom() for FixedArray
-made MusicManager reuse a fixedarray for music tag searches, and the same object for silences
Moved species movement speeds and acceleration values to Attributes
TribeStart area tweaks, people spawn with low energy now
NavMeshPathEx
DistanceConsideration has UsePathfinding option
-minor Camera improvements:
--reverted/retouched my changes to zoom which were making it feel worse
--camera doesn't keep taking button input when orbiting, which would cause it to move randomly when stopping orbiting
Merge from parallel actions
Added first iteration of Child Play. We lack the two Goals needed for the "idle" behaviour that the members of the group is given (creator dances, everyone else is cheering).
Some improvements to the pool.
-new MusicManager
-fixed tags not really doing anything, to now track any change in the tag-situation, switch music accordingly, and pick the right tagged tracks
-preventing same tracks from repeating (currently checking the last 3 tracks played)
-switching songs when conditions change, such as day becomes night, or weather changes
-supports randomly occurring silences, when a track finishes, dictated by a percent chance and min-max duration (and not having just played a silence)
-tracks now properly fade to silence when switching due to tag-changes (which never really happened before, I think)
Fixed terrain shader becoming white after switching paint mode