199,893 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #371
Automated Linux DS Build #371
Automated Windows Build #371
Modified DSE calculations for a better average score based on contribution amounts
People are more likely to gather desired items rather than harvest them
Some minor touch-ups to DSE refactor. Looking good!
FOR FUCK SAKE wip ice block tileset
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
Added herbivore combat module, added to relevant Units data
Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains
Removed crafting from unit radial
Removed "is global" flag from base behaviour data
Removed Abilities from AgentParameters, UnitSettingsEditor
AbilitySettingsEditor fix
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
Fixed bug causing hunger spam.
repaired crafting code to maintain ownership and add ownership to items based on resources provided/crafter
added xp gains from cooking/eating other peoples food
Corpse animation event method cleanup/clarity renames
Unit.Senses.CanPerceive overloads
TaskWidget Animator assignment
GUI scene save
Added CanPerceieveTarget Condition
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added perception checks to various combat AI goals, plans and abilities
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
Reverted accidental controller change
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
trying to add skinning to deer corpses but unable to make it despense hides
added hide view model
added generic clothing item view model and assigned it to clothing items
updated default importer settings to auto turn on colliders in item meshes
added city_2 scene with new hex blocks, better road width and simplecity buildings on
Removed EntityTooltipWidget, functionality ported to TooltipWidget