239,614 Commits over 3,837 Days - 2.60cph!
Move movement fixes, reduced Flee distance multiplier
Moved any movement related code out of Unit+Animation partial
Replaced TriggerMovement with IsMoving bool in animators (human + base animal)
SpeciesSettingsEditor fixes for controller discovery
Deleted old wolf and deer anim controllers, all controllers (except those for animals not-ingame) use override controllers now
Owl - special move update
Cowboy - forehand dive WIP
Owl - special move update
Steamworks update (server)
- WIP "good room to spawn a speed boost in" finder code
Un-idioted the UnitMovement StateMachineBehaviour
Made GoToEntity a bit more sensible, removed movement code from AttackEntity action
Ported senses gizmo shit back to UnitEditor which is now used for Humans too
backfaced and culled a lot of wild west geo, made combined texture map, unwrapped old objects to new map
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
Actually fixed afformentioned editor bug re stat selection
Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units)
Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
Automated Linux DS Build #170
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon
Prepare Prefabs
Manifest
Automated Windows Build #170
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
Automated Linux Build #170
* Bumped Steam.inf version
* Fixed model indices above 2048 not networking to clients properly
Updated FleeFromDanger, now finds a flee destination without using IM
Added ThreatLevel to PerceivedUnitData
Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type.
Added Herd and Pack Group types
Fixed starting position issue
FOR FUCK SAKE factory tileset scene
FOR FUCK SAKE rebuilt factory prefab
Added UnitAges and UnitGenders flagging to Item WearableParameters and ItemSettings.CreateWearable
Added island-0004 scene plus Arid biome and terrain config boilerplate
Renamed lots of spawn assets (sorry petur)
Removed BeholdR from default player cam prefab due to suspected lighting bug
FOR FUCK SAKE town scene
!A shop sign
FOR FUCK SAKE playership fix minimap layer culling
FOR FUCK SAKEtown, adding collision/diplay for minimap
Reverted GameManager changes that broke all the things
Deleted some old un-used/broken test scenes
building frame blocks icons
- Added current room name and level seed to F2 level stats menu
all building frame blocks working
Disabled DPL/DSE inheritance stuff in editor until it can be cleanly rewritten
Exposed ScoreForDM flag and considerations in Goal/GoalPlan node view GUIs
Fixed potential NRE in BehaviourChain.PickBehaviourTarget
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- Branched for gameobject tests
Added new stats : Bravery, Threat (attributes) and Morale (vital)
Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code
Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats
Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds
Added Exhausted Effects, triggers when Stamina hits 0
Added RemoveEffect Action
Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
- Cappeds shield drop bonus chance to 20%
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly