200,682 Commits over 4,171 Days - 2.00cph!
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
Skinning animation loop time import fix again
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
BehaviourChain elements can now be conveniently collapsed in the AI Designer
Corpse is now using DateTime for rotting and decay timers.
WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime.
Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.
Upped momentum drain rate on herbivore food goal plans
Added a consideration for using influence map scores
Cleaning up GameUI in preparation for expanded radial stuff. Selection/hover indicators re-written, selected Unit indicator now colored to match the mood of the unit. We sims now.
Another UnitView.FaceTarget NRE catch
Added cone prefab
Sets TOD immediately
Triggers are created for rooms. Updated some material stuff.
Radial menu refactor, they show a lot of bullshit now. WIP
Selectable indicator tweaks
Radial menu button states that don't suck
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
BuildingObject placement is now more granular.
Interpolation work. Integrated minor changes from the NetworkingUpdates2 branch in NetworkMessage/NetworkClient/Networkserver to add timestamps to messages.
Fixed island4 Editor Only folder missing the tag
Colors, icons, mood gradient.
Selectable widget seamless thingy state.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
RTSCamera LMB drag behaviour is much less shit.
Added group traits component (not hooked up yet)
Refactored my interpolator into the original.
Selection indicator tweeners
BaseEntity creates components in constructor, not Setup. Related refactoring
Traits Component now uses the group component
Exposed Traits data and tweaked it a little
Fixed PlayerController not firing mouse over events in the correct scope
Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived
Senses book keeping is not shit
PlaceController building placement guide tweener reset
Desires unsubscribes from TOD time events on destruction
ID duplicate validation for AIDatabase
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI
Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
SelectableIndicatorWidget tweener tweaks
Vehicle interpolation work complete and tested.
Oops, minor fix to the previous commit
Decrease minimum time buffer since we want to keep player vehicle driving snappy.
Merging vehicle branch work into the main branch.