- CSC: major CPU and garbage allocation optimizations made that will notably reduce the UI "lag" experienced when manipulating many CSC elements, dropdowns, text fields, etc. Note that these optimizations required minor changes to the UI. Some functionalities like sorting/arranging elements are now controlled strictly through user-interactable elements like arrows, the copy/paste functions, and insert/remove
- CSC: added "CharacterGroup" behaviors. This allows for the creation of targeted groups of Characters that can then have GameEvent, Criteria, Event Trigger, and/or CriteriaGroup behaviors executed upon them selectively or en masse. Note that not all GameEvents and Criteria are available for use with this system
- In the Original Story: Updated Brittney's behavior towards the player after they hook up
- In the Original Story: Fixed an issue with Amala not being disabled properly after leaving the party
- In the Original Story: Fixed an issue with Amala kicking the fence not firing correctly when loading a saved game
- In the Original Story: Overhauled the intimacy mechanics in the CSC to utilize character groups
- Increased size of LoadingDock slightly and adjusted LoadingDockZone accordingly
- Fixed an issue that could cause Player motion to stutter excessively if no NPCs (or only DialogueCharacters like PhoneCall) were enabled
- InteractiveItems can now internally (on our end) be flagged for automatic disabling upon start of a Custom Story game session, as can their ScriptObjects
- The following InteractiveItem(s) have been flagged to get disabled entirely whenever a New Game of a Custom Story starts: Drone, FilmCamera, HotTubCoverUnfolded, PizzaBoxFortification, PlanksFortification, PlanksFortificationExtraNails, DeadSnake (in front yard), Firetrail, and GlassCover (for the hot tub). Note that the save/load system will be relied upon to maintain InteractiveItem state between sessions, so this will only ensure that these items are disabled upon the start of a new Custom Story session. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
- The following InteractiveItem(s) have been flagged to disable their ScriptObjects upon start of ANY Custom Story game (loaded games included): HotTubBase. Note that the save/load system does NOT maintain state of ScriptObjects. CSC scripting will be needed to address this. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC
- The Front Yard Crowd will automatically be disabled upon start of ANY Custom Story game (loaded games included)
- Minor redundancy and CPU/Memory optimization-related cleanup across a number of engine, data, Criteria evaluation, and UI-related scripts
- Fixed an issue that could cause unintended and sporadic camera "bouncing" when simply running around the game world over flat surfaces
- The Debug Log will begin logging slightly earlier than before, allowing it to catch more pre-session diagnostic info
- Minor optimizations to Debug Log to reduce garbage allocation
- Fixed an issue that was disabling the downstairs Window Blinds (against the front yard) on every game start. These have been the ScriptObject1 of the PlanksFortification for some time, and can be controlled via the CSC as needed
- The Window_Broken object will no longer be enabled by default on every game session. This has been the ScriptObject2 of the PlanksFortification for some time, and can be controlled via the CSC as needed
- Optimization pass on CharacterManagerTick loop CPU usage performance as well as performance for related methods
- Slightly optimized GPU draw calls by removing several obscured/unused environmental objects within the house and disabling Cast Shadows on a number of indoor objects that were not creating noticeable shadows
- Fixed an issue with Character/ItemGroup behavior that could allow a "shared" action to populate on the radial when a criteria check should have prevented it from doing so
- Updated Volumetric Lighting plugin, which should confer minor performance benefits for some users
- Minor optimization to FixedUpdate code that handles door rotation or position change
- Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters
- Rebaked lighting with slightly tweaked Ambient Occlusion settings
- Rebaked and slightly reduced footprint of occlusion culling data
- Wired up EnableScriptObject/DisableScriptObject and other ItemFunction behavior(s) for newly added assets/items
- Very minor adjustments to the Fridge door's hard-coded auto-close behavior. Should not be discernible in normal gameplay
- Minor tweaks to VFXManager that handles certain character effects and some newer...ambiance stuff. Adjusted certain Phone-light-related behaviors to auto-adjust based on this totally spoiler-free ambiance-related tomfoolery
- Added a blackout effect
- Added a breaker box model in the garage
- Added a knife model
- Added a new fridge + alternative material option
- CSC: updated core Unity .dlls
- CSC: fixed an issue that could cause a NullReferenceException and the inability to use certain StoryCollection-related functions when initially creating a brand new StoryCollection via new GameObject
- CSC: added the Gender Criteria, which for now should be reserved for use in conjunction with CharacterGroup-derived behaviors
- CSC: cleaned up some inconsistent alphabetization behaviors
- CSC: miscellaneous internal cleanup of large swaths of the CSC/Editor codebase
- CSC: minor expansion of auto-data cleanup and error message handling in some additional situations