17,530 Commits over 1,614 Days - 0.45cph!
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
Terrain decal persistence, improvements
Added SerialziedPropertyEx.SetDefaultValues which does what it says
Fixed missing components on terrains in various scenes
More decals bits
Added TerrainDecals system for splat tinted and biome/season synced decal management
Buildings can now optionally spawn with a dirt decal
Building placement guide uses a decal
Fixed terrain painting not updating
Island 1 fuckery
Fixed disabled terrain on island1
dont init FoliageGrid in edit mode
Updated various portions of the terrain system plus new foliage system
Using Facepunch.UnityEngine
Wearable prefabs to units layer
Added DynamicDecals
Combat hits cleanup, decal assignment
Settlement creation basics
Fixed vitals getting bad values on startup
Last few stats editor tweaks for now
Only vitals can be simulated
Stats editor cleanup
Before/StatsEditor basics
Merged hunting Goals into one Goal.
People should now only hunt if they have a weapon that doesn't require ammo or that they have ammo for
Paople will now drop any weapons they don't consider to be their best weapon
Fixed NRE when a unit leaves the tribe
DataBrowser cleanup
Fixed bad DOF
People should no longer drop weapons
Moved Go To Smart Object out of SetDestination and into its own class.
Updated loads of data with the new action.
Added spaces to DataAsset logs.
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
UIElement no longer caching Tweeners
removed error spam in BuildingView when we cant find a mesh renderer
TribeSpawner can specify hostility to player tribe
Removed testbox_diplomacy
Added testbox_combat
regen options UI forms
fixed obscured FoW mode not working
Fog of war mode now exposed in options, added traditional RTS style mode
Stat debug fields update value when not focused
Added option for effects to not remove unit flags when removed.
One Shot Kill won't remove Dead flag on removal.
Revive Unit display name is now Revive
Reviving now takes time and has an animation
disabled unit gizmos on portrait clone views
scripts /units/ cleanup
better stats debug panel
buffering of ClearEffects so we actually remove all effects.
gating of Effects stuff with Enabled status of component.
Revive effect actually removes downed effect, not just the disabled flag
StripFlags no longer invokes flag removed events, This stops people from un-ragdolling when they go from disabled to dead.
Reaching 0 health during combat now adds the downed effect.