200,008 Commits over 4,140 Days - 2.01cph!
Fixed bad path in SceneLoader
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
- Troubleshooter gates 99% fixed
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Combat Ability Selector logging
Modified the decal surface to allow position change before painting
Sewer chimney blocks LODs and prefabs
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
Merge from main and fix ghost mission send player list function call
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Breeding now works, but have to set up callbacks to catch when we should exit an act (and in turn a social) that we can properly uninstall act/role modules, and continue the chain of acts for a given social to solve more complex socials.
Fixed Resource interaction skill usage
Fixed more skill usage data
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
ExitAct in Social works now, which removes the module of the act.
EnterAct for next act in chain of Social works now.
EndSocial works now, which removes all participants and destroy the Social entity.
Merged from main to keep branch healthy.
More Colliders, scene update
tortoise rename
morphs to nutition
missed from last checking, tortoise idle (hasnt really changed)
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
Merged from Socials branch (Breeding).
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Set Human basic attack to use correct skill
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
added emission textures for simple town buildings. Tweaked TOD settings and camera settings. Added AO to camera. Added lights to street light prefab.
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
NRE catches in UnitView Update/LateUpdate
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Updated version of lighthouse, mostly done with exterior and wip interiors
Added UnitInteractionState behaviour to all relevant states (item switching)
UnitSpawner "base" building is actually optional
Fixed entity physics toggle failure
Fixed missing lighthouse material
Fixed potential NRE in CraftItemSettings related to Skill usage