19,298 Commits over 1,614 Days - 0.50cph!
new slightly harder to build and higher capacity medium tent (although name seems to be wrong and coming from the prefab name)
Debug scores tweak and DistanceConsideration hack/workaround for navmesh agent not being on the mesh
scene wip
darkened bushes a bit (also ghetto wip)
Improved UDM BCD read error log
Changed max length of silence
Ugly editor magic to make sure it's not possible to read BCD that hasn't been written by a previous element in the BC
-tiny change in UDM prevents senseless destruction of fruit bushes (checks not only if a building requires an item , but whether a building still requires more of such items)
Reverted water edge shore shader, added SkyColor node, removed emission
Fixed Impregnate at breeding groups goal plan BC reading from BCD
Ambient light in water edge shader
Game starts at 6.30am
Island 1 topology updates
Trees yield more logs and sticks
-removed repeatedly checking need for food once already under a 'we want food cause foodneed!' goal
-harvesting resources from berry bushes now checks properly by type, so returns berries rather than sticks, so berry bushes aren't immediately nuked by anti-environmental cavemen
Added Mood Vital, Social Need and simulator
Touched ReourceView with my special hand
DesireCondition improvements
SetAnimatorParam callback support, not being used yet
Time/Season/Temperature on world debug panel
NGPV debug scores updated
Testing a different approach to Agent goal variant comparison and re-scoring
Data tweaks
Removed building debug logs
dead anims for animals, but not working quite right as they still loop the dead anim again
missed one anim from last checkin
combat idle setup with first pass anim
human ouch anim has ouch sounds attached
Group's should remove units when they die now
Mood stat getter fix
Missing berry bush prefab re-made
Perceived Units should clear before reconstructing over surrounding units, else we'd be perceiving things "on the other side of the island".
Color matched ocean and river
recovered waterfall foam shader
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
Water script can pull various samples from TOD
Tinkering with water_edge_shore
Horizon billboards.
Random mat shit.
oops shader arithmetic derp
Flattened normals on the curved horizon plate because shading is lol.
Water.cs > TOP_Sampler.cs
Scene, waterfall, horizon plate mesh