255,023 Commits over 3,990 Days - 2.66cph!
RandomAnimatorTriggerSettings refactored and actually working ;o
temperate and tropical bird sfx
put nan check in on lookat quat to fix error that seems to be popping up a lit
removed head look at target if inCombat
AnimationTagState fiddling
Waking up from sleep now uses an AI based approach
Allow empty action chains
Disabling InteractionPosition and Collaboration obstacles to confirm if they affect UnitView rotation calc issues...
Expose stats params in UnitSettingsEditor
Cleaning up debug tools spawner stuff
Stats import
Breeding Collaboration now grants Collaboration Effects.
added ragdoll to young boars
latest ragdolls but not a fix for tortoise spawning dead
All AI Modules have the sleeping == false condition for now
Fixed Collaborations.SentRequest lifetime/expiry still ticking regardless of request State
Tweaks the Collaborations response API for better book keeping
Experimental, and likely fuckery inducing collaboration NavMeshObstacle blocker + positioning tests
hair colour edits because so much brown
Basic Collaborations Editor, positional data for recipients
Social Effects now can take multiple effects per effect profile.
CollaborationEffects can now hold multiple effects per entry (that we can apply both mood boost and love boost with the same effect profile).
Hugs now provides mood boost and love boosting, or sadness and hate boosting when declined...
latest tortoise, still broken
Fixed lighthouse vertical position
Fixed lighthouse vertical spawn position.
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Added more robustness to looking up the unit of an action chain in Collaboration Request Complete/Break handling.
Added more robustness to looking up the action chain of a unit in Collaboration Request Break handling.
TribeCreateUI tweaks, clothing options toggles can be optional
IsWithinPerceptionRangeSettings fixes
Handling when Collaborations break a bit better.
Working on Collaboration Effects.
Collaboration Request now tracks whether a collaboration is Complete or Broken, rather than Used.
Collaborator States in a Collaboration Request can now achieve the state of Finished.
switching happens exclusivly in its own layer to stop it getting cut off or playing twice
updated stick model with more angled ends to try and stop it deciding to stand upright instead of lying down
Mergins character work back in.
More in-progress character work.
Simplifying and refactoring
Caching almost everything now.
clamp base values of stats after effects ticking