200,541 Commits over 4,140 Days - 2.02cph!
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
Removed some missing components from TOD prefab
Debug logging in ItemActions
Combat debug when calculated projectile velocity is nan
Compile fix
Projectiles use fixedDeltaTime
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