197,424 Commits over 4,110 Days - 2.00cph!
Basic implementation of ladders
Some final testbox tweaks
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Gift component now has a value multiplier to allow for gifts of varying value
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
AI tribe gifting items is somewhat working, still has a few issues
Decouples scary events from crime events, placing scary locations into a restored NPC shared knowledge object. Now cops shooting can be scary too!
PlayerModel female geo update
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
Hostile Introduction now uses TriggerComsAngry01 animation
Reworked friendly/hostile introductions as abilities rather than conversations
commiting subtracted things subtracting to a branch
InteractionSettingsWrapper attachment point requirements WIP.
Untested removal of blocking from UnitAttachments.
Fixed IOOR exception in ScanForPositions.
More work on Navmesh Grid.
Converted some remaining stuff to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Added IsInvoking to invoke handler
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Building AI improvements, still a little janky but the general idea is there.
AI logs now work without opening the debugger.
UnitAttachments has a debug panel.
Removed campfire from nospawns.
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures
Fixed building atlas lod material
Added DDSUtil for texture data export to dds
Added direct to dds output on texture packer
Repacked building atlas material
Tile.MoveDirection now takes two tiles instead of 2 positions
some .position -> .tile changes
New snow terrain tiling and material settings
Unit now has a ref to it's Tile too
Made Board.GetUnitTile() private and made everything use the new ref instead
Gas station initial dressing pass WIP
gas station pavement LODs/COLs/Prefab
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
Is Carrying Required Tool no longer checks hand availability
Bundling preprocessing fix
Each navmesh grid layer now cater to the area mask of each agent type.
changed all the casted Unit entity references to direct Unit references in EntityManager
interaction positions for shonky hut
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC