197,404 Commits over 4,110 Days - 2.00cph!
trying to make yam and garlic edible but errors on consume when harvested (seems ok after debug spawn)
Skip adding the CL entity name prefix if the game object name already contains it
Split herbs into their own spawn entities
Tweaked the spawn tables
Hue shifted the garlic so that it sticks out a bit less
Commenting our Zone.OnDestroy because I think it fucks bamboo?
Tunnels now show on minimap
Culls hex pieces behind player
UnitSettings.GetViewPrefab never outs a null EntityViewPrefab data package
best thing ever sorry jenny
made it so you can deshell and cook tortoises
Collaboration AI tweaks
Testbox no longer has a bunch of item spawns, uses mostly biome spawn system now besides Deer + Rabbit spawners
More legible temperature balls.
island 1 ambience stuff, time value drawer fixes
Selecting lot based on lot type
4 new cave blocks - models/hulls/colliders
TimeValue takes optional interval argument
Deleted duplicate bird_ambience_temperate file
Hooked up LotType UI. Saving/Loading info to proto too.
Avatar, Friends list hookups
Fixed Collaboration Execution AI Module bad UnitClass condition (was Is Human == false)
Collaborations positioning stuff tweaks, should stop people warping to crazy positions...
Collaborations tweaks, use distance instead
BaseEntity holds parent zone ref
Added Ambient Sound Player component
Dropping corpses that decay while carried, almost work.
made new tortoise corpse and applied it to tortoise
AI tweaks, people should hug and talk more often
People will drop all held items when they go to sleep (hack)
Various other misc tweaks ;x
Corpses now listen to depleted event on the dispenser, to better handle turning shit to dust and bones when there's no more to dispense.
made totoise better but goes invisible on death by disabing skinned mesh rendered \o/
Disabled UnitCollection gizmos to make frankie happy
Decay a corpse when it's dispensers are empty of shit.
VectorUtility cleanup (GetGroundHeight and Normal take override raycast height/offset)
Dispenser partials cleanup
Island1 navmesh has an ocean blocker
temp fix for attack and move that never got setup properly on the wolf and boar
limited corpse attachment points to Rshoulder only (was L+Rshoulder) to make the correct arm be raised
Renabled grass, moved tribe create scene, unload it after game start.
Biome editor fixes
Added foliage displacement debug (via terraintexturing)
Just removing some debug prints