17,530 Commits over 1,614 Days - 0.45cph!
It should now be impossible to attack downed targets.
Stat manipulations hold description field in data, return this if not empty instead of raw values
Desired Target will now only be set if we don't already have a player commanded one.
Various AI changes to make Desired Target stick better when player commanded.
TMP styles
Added DataAsset.GetTooltipText, overriding for traits
No longer possible to add the same trait multiple times on tribe create.
Hide picked traits on selection screen
Various menu & widget improvs.
Expression for max health sim
Added experimental support for Facepunch.ExpressionStrings to StatBasedStatSimulator
Trait & stat pools.
Stat slider tweak.
Stat sliders on char create will respect default values
Removed SimTick from AI action execution, actions instead have built in tick rate/throttling (leave on 0 for every frame)
Set a food type on consumables that don't have one.
Yams set to Vegetable type.
Only add food items to food supplies.
BEF-290 : fixed items occasionally being improperly dropped by Actions.DespositEntity
PlayerController cleanup/comments
Fixed crafting order pool being filled twice
Hopefully fixed highlighting again
Building placement settlement radius preview no longer parents to the settlement view when positioning, gets highlighted
Settlement view radius rendering refactored and working again with pooling & new highlighter system
Fixed Highlighting not getting properly re-enabled after being disabled (when UI is hidden, via F10 to cutscene)
Fixed out of range errors when playing directly from a game scene
15-25 sec interval on charcreate special animations, instead of like 0 seconds.
Trait cost values for testing
Trait cost system, RMB to remove
Removed some meaningless warnings from StatCollection Get methods
Minor skill def editor cleanup
Fixed bad owned by strings in building tooltips
Rebaked all other tree impostors and bushes
Fixed bush_fern material losing diffuse map
Fixed and rebaked tree_umbrella_thorn (part 2)
Updated before foliage shaders: original, impostor bake and impostor runtime
Updated Amplify Impostors to v0.9.0
Male nipples don't cast a shadow anymore.
Trait selection back button, prep for text / points hookup
Tribe create trait picking
added age overlay to humans
merge
Made non positional various interactions on buildings that don't have interaction positions.
Tribe create mouse over uses raycast instead of spherecast
Tribe create start game button is disabled until you make enough units (configurable per scenario, > 0 or == defined limit)
Fixing PlayerCamera.CameraComponent being null or pointing to the wrong camera
Dont let AudioManager play anything until game has been fully initialized
Refactored UI management to load each screen from separate scenes, mostly so its easier to work with and we dont have to deal with huge merges
Added SceneSelection property attribute & drawer for path strings
EntityView disables NavMeshAgent via OnValidate, re-enabled after leaving pools
Tribe create no longer creates units at world origin, passes in slot positions which should prevent any navmesh init warnings
Fixed DOF on menu screens