243,177 Commits over 3,898 Days - 2.60cph!
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Commands widget category toggle button sounds
Fixed hover animation issue on tribe trackers
Tribe trackers use EffectsList
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Updated doors. Now uses playable API and switches animator on / off properly. 2-3ms per frame saving.
doubled all healths and damages, block now does 1 dmg instead of 0
sawnoff shotgun / double shotgun viewmodel animation tweaks ( reduce clipping at various FOVs, made anims more 'weighty' )
wood/stone spear viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs )
m92 viewmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
adjusted the ak47 worldmodel so the magazine drops from the proper spot in 3rd person
ak47 viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
board anim controller state setup
Fixed desires UI being shit
Fixed search not showing in data browser tabs that have collapsable groups of assets
Added WIP failure UI
Added AbilitySettings.ValidTargetTypes; allowing abilities to specify valid target types in data, reducing overhead and when evaluating in DM/PlayerController
Fixed Unit.Animation.RemoveAnimationPackage not working
tweaked binocular 3rd person positioning
added an inverse scale on the player arms (relative to the random spine scale), so they hold the weapons better in 3rd person.
Big framerate increase from building LOD fuckup.
Trying to support instancing better.
Generated meshes are now cached.
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Only goal plans flagged with InvokeEventsOnFailure will invoke events on failure.
More failure explaination
Fixed some pooling errors. Still stuff to do here.
DM events, placeholder UI log for failure to execute AI driven player instigated behaviours
Establishing a better, readable understanding of failure throughout AI decision making and player command evaluation
Added more goal plans for player instigated building AI
Adjust mood level thresholds
UnitDesiresWidget activates when a new desire is added, plays animation on the unit portrait
Data asset names not cached in editor
Effect descriptions not cached in editor
Machine process timing refactoring (using DateTime now for smoother progress in UI)
Fixed campfire machine process improper configuration of item input
Fixed some wood log items missing default interactions
Removed some debug logs in SmartObject.Unsubscribe
Commented out some more PooledList tests that were making my VS angry
Updated Unity/NavMeshComponents
Machine processes only available when parent entity is usable
Added search to DataBrowserTab
Added Stockpile mode to DepositItem Action
Fixed detail view button not showing over the portrait UI
Added machine component debug display
NPCs no longer scared of being sold drugs, or drugs being sold near them.
Simpler NPC UI fill bars. Less custom code.
Fixes #106. Stopped cops from remembering their targets past the end of wanted state.