200,010 Commits over 4,140 Days - 2.01cph!
FOR FUCK SAKE EnemyAbilityShield removed PP fx and added forcefield fx/tweak forcefield script and shader
Fixed AIDesigner not always serializing database asset
TriggerSettings.GetUsageCount impl
ConditioNSettings.GetUsageCount mad LINQs bruh
added 5m high glitch anim to replace whatever anim you're not sure is playing or not
Added manual timescale control using -/+ keys (numpad too)
Fixed issues with animation params and movement state not being properly synced up (don't fire destination reached callbacks in navigation until we're absolutely not moving)
Expose timescale adjustmente on PlayerTimeControls component, reduce by 75% when timescale is < 1f
Exposed timescale adjustment smoothing
More timescale good things
Fixed regular gamespeed controls not overriding editor timescale
Added a clip to the night time music
check in mammoth before I break it
Some last changes to this branch before it's shelved for the moment.
FOR FUCK SAKE fix wrong door socket on door tiles
FOR FUCK SAKE switch loose canon colour to blue
added on water motif, removed rain event music
FOR FUCK SAKE fix teleport ability fx delay causing it not to appear.....hopefully
Added Unit Targetting component, related AI actions and conditions
Ragdoll receives velocity from navMeshAgent on Unit death
Items can be flagged IsDraggable, preliminary support for attachment using joints
Renamed Hostility conditions for clarity
Tribe+Knowledge.Discover no longer generates activity
Action resharper template
Reverted HumanController mistaken commit
Removed BehaviourGroups and all related systems from the codebase
Added Combat flag conditions to most AI modules
Fixed some null music refs
setup work on wolf and some files from mammoth
Added boost particles
Can only join one mission at a time
Added multiple start points
rerigged rabbit so drives DEF bones like the other animals
Atmospheric music data rework, editor, file renames
Moved Emote behaviour to the Emotes module
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Moved animation clips onto their respective EmoteSettingses.
in fact let's not start with 0 energy either
Stopped them being so happy
Added CappedMaxValue to Stat, which returns MaxValue + CappedModifierValue (hence will reflect the MaxValue as long as there's no active cap).
Extended enum StatManipulator with the value Cap.
Stat+Modifiers now hold a list of modifiers of the StatManipulator type Cap.
Need and Vital's Current Value now clamps to the range [0, CappedMaxValue].
Updated Stat Manipulator Parameters Drawer to respect the new Cap manipulator (Please double-check this @billowe).
Stat doesnt need to store two lists of modiifers, just switch on MinipulationType
Debug stats list shows modifier count
Cap Modifiers should be treated as percentage value of max. So if you want a Cap of 60% of Max Value, you simply add a Cap Modifier with value of 60.
Need to default cap modifier percentage value back to 100 if there was no cap modifiers applied during Update Modifier pass.
Support both absolute and percentage caps.
Let's correctly return the value of CappedMaxValue.