New Demo Build 0.554
[p]Several fixes to clear up the issues with harvesting trees, NPC pathing, and more![/p][p][/p]
- [p]Fix issue with some resources moving from their local carry position on a character after pickup[/p]
- [p]Change mushroom model and fix mushroom foraging, which fixes eating[/p]
- [p]Fix "hide all UI" button (default Z) to include hiding action pointer, target highlight, and character nameplate UI[/p]
- [p]Don't show target highlight or default actions when targeting living enemies[/p]
- [p]Fix main builder map default navmesh had large cuts/areas cut out from demo config[/p]
- [p]Fix errors when workers pick up certain spawned resources[/p]
- [p]Remove bridge broken ruins from main builder map[/p]
- [p]Rework how worker times start end each day, move away from fixed times by hour, to reading dawn/dusk from the environment[/p]
- [p]Increase window where player can skip ahead to the next day from 10pm to 6am to 5pm to 6am[/p]
- [p]Fix game unit name for simple torch (1044)[/p]
- [p]Add new item -burning stick (1052), cannot be lit like a torch, but instead is pulled from a lit campfire, less light than a proper torch[/p]
- [p]Fix errors related to initializing day/night systems[/p]
- [p]Fix terraforming controls not responding[/p]
- [p]Restrict flatten terrain height input to decimal type with character limit[/p]
- [p]Fix GamePlay_Harvest_TreeTopForceTimerMaxValue game setting not saving/loading correctly[/p]
- [p]Add game setting GamePlay_NPCMoveToAutoRecoveryValue, this allows you to change how much distance is added when AI pathing auto-recovery is engaged for NPC that can't reach their destination (eg. Help I'm stuck)[/p]
- [p]Change navmesh generation to read mesh instead of colliders to help with more accurate navmesh cutting, improves NPC pathing[/p]
- [p]Increase raycast targeting range for build pieces to make player construction easier for second story build pieces and roofs[/p]
- [p]Enable all worm spawns in first adventure[/p]
- [p]Fix several issues with felling trees[/p]
- [p]Fix branch spawns not falling to the ground which also cause the tree to not fall properly[/p]
- [p]Reduce branches spawned from bucking and limbing trees[/p]
- [p]Improve consistency of targeted object highlighting[/p]
- [p]Allow felled trees to use longer distance targeting similar to build pieces[/p]
- [p]Fix spawned tree branch scale[/p]
- [p]Don't allow target highlighting while in NPC mode, eg player doing actions[/p]
- [p]Fix game units not finding their own rigidbody when they start off disabled[/p]
- [p]Fix action pointer details showing invalid options when targeting something with no action stages[/p]
- [p]Fix characters stuck in boat during new game cut scene[/p]
- [p]Fix spelling error in NPC AutoRecovery game setting description[/p]
- [p]Increase arrive distance threshold for some player actions[/p]
- [p]Fix player menu not showing (bottom left corner)[/p]
- [p]Include quest objectives list in HideAllUI command[/p]
- [p]Fix errors when loading adventures that caused stuck game on loading screen[/p]
- [p]Tweaks to quest objectives panel -smaller text, fix linebreak for optional, off white color[/p]
- [p]Change item hotbar highlight to more of a gold color instead of white[/p]
- [p]Disable death for all player and merchant community members, they can only go unconscious and be injured requiring recovery[/p]
- [p]Hide optional quest stages from quest objectives window[/p]