17,530 Commits over 1,614 Days - 0.45cph!
disabled post on portrait cams for now as it bugs out current decal setup
Nospawns setup for decal issue testing
Removed standing torches from AI tribe camp prefab
Can't mouseover invisible/disabled/fogged entities
removed can transistion to self from animal attack anim controller
Island 1 AI tribe no longer player controlled, is hostile
Fixed non-player human units clearing fog
Refactored builder item registration to be a little more robust and hopefully fix and lingering registration issues
Fixed unit's clothing item views being managed by fog of war vis
Items are also hidden in fog
CanFindStockpileForItem writes to blackboard.Stockpile
Added CanFindBuildingForTarget condition/selector
Building deconstruct interaction is flagged dev only (pending impl)
Added BaseEntitySettings.HideInFogOfWar (any entity can now be flagged to have its visibility managed by FoW)
All buildings, resources (except trees) and units are hidden in fog of war
Brought back the original tribe threat activity and made it hopefully actually useful
MachineProcess will disable entities on deposit, by defualt
Break behaviour and log if there is an invalid subscription
Unit.Knowledge will forget disabled or destroyed entities
Removed SetDesiredTarget.IsPlayerCommanded field, use action.IsPlayerCommanded instead
Agent desired target get/set method cleanup
Updated Facepunch.Unity
Updated PostProcessingStack
Fixed effects from campfires being removed improperly
When in combat people should now drop any person or animal that they are carrying
Building AI scoring tweaks
Work time consideration range expanded
▄▇▅▇▄▍▊▇▆▍ ▆▉▍ █▍ ▋▌▌ ▉▅▆▌▆▉
Disable fog of war while in cinematic cam (cutscenes, skip to morn etc)
Hopefully fixing mac builds
ECS tick no longer uses a coroutine
Added button to open effect in effects editor
Reduced base health regen
Fixed NRE in VicinityEffectTrigger.ApplyToEntity (caused by entity already having the effect)
Effects editor work
People should no longer sit by the fire all the time instead of building
Campfire gives a lasting insulation buff (30 mins after leaving vicinity)
Fixed Campfire's VicinityEffects being enabled on creation
Fixed error spam and black screen after skipping to morning when playing on large island (island2)
TribeStartArea on testbox_nospawns
Round float slider values to 2 decimal places (options slider controls)
Added camera control invert options (tilt, rotate, zoom) and scroll speed multipliers
Enabled scenario system
Fixed button states getting stuck on main menu (was unable to switch between load game and game setup screens)
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity
Fixed people gathering about a million sticks for the fire
Physics timestep 0.04 at 1x speed
Instanced a few more materials
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials