200,183 Commits over 4,140 Days - 2.01cph!
Moved project trajectory calc a bit so it's easier to debug when things go wrong
Restored missing attack state behaviours
Removed some debug state behaviours
Starting conversion of car scripts to use the networking system
Broke the camera I think. Reverting to the original.
Fixing/hiding a few warnings
Network conversion in progress
Make pregnancy and baby age use DateTime and tick more often than OnDay.
Enemies will no longer move to within 300 units of a door when the player isn't in their room
Halved the health of all turrets
Rebuilt prefabs
Moved invulnerability effect triggering to code
Rebuilt player prefab, linking to Invuln effect
FOR FUCK SAKE playership prefab, setting up loop/prewarm on shield particle
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
place_building sfx levels
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API
Small sticks can be stacked and carried in bundles of 4
UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop)
Right clicking on a selected unit no longer shows a radial menu for carried item interactions
Renamed ToolType FishingRod to FishingSpear
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now.
When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
StatManipulatorValueSimulators dummy class
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
* Added CNavArea.__eq
! GitSync - TTT changes, panel cleanups
Automated Linux Build #426
Automated Windows Build #426
Fixed a bunch of bad effects stat minip data
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied
Relationships.OnOtherUnitDied TODOs re thresholds and event perception
StatManipulatorParametersDrawer tweaks
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
Automated Linux DS Build #426
Building completion sound hookup
Fixed bad light culling layers causing issues in standalone builds
Fixed bad Building description text
Fixed missing return in CraftItemSettings callback
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial.
People now drop any un-used items when crafting because why not (temp hack)
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)
Desire Expired effect disabled
Fixed bad morph, added null check in EffectSettings.GetMorph
Vehicle conversion to networked model in progress
FOR FUCK SAKE shaderforge
Entity Inspection boilerplate/wip
Changed a few comment headers ;x
Radial menu now shows valid targetted Abilities for all Entities
Inspectable unlocks can trigger Trait discovery
Added Inspectable unlocks EntityComponent and related Conditions
Added EntityType Condition
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
Going to try a different tactic with what wheel info I send. Committing what I have
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
Wrote two stat manipulator value simulators and based two effects on those.
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one.
Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
Removed deprecated TODO comment
DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.