255,057 Commits over 3,990 Days - 2.66cph!
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Stopped hit fx looping for some units
Changed some ability exposure flags
- Zoomed out the large map view
- Active abilities are now saved between levels again
Updated plugin / bug reporter for non windows platforms
Target Selectors, breeding AI data (module not assigned to any Units yet)
Fixed evaluation targets being exposed when it shouldn't
Added EmotePoolCondition, used by Emotes module...
Order types by name in DataEditor create tab
Fixed VFX switch index error
VisualFXParmaters inherits DataParameters for id and name
VisualFX positioning modes, follow unit head support
Renamed StatModifierTypes to StatMinipulationValueTypes, Percentage and Absolute
StatMinipulatorParametersDrawer updates
Senses.CalculateUnitThreat tweaks
Added some icons
StatTypeSelectionAttribute with support for StatClass exlcusion, drawer updates
Added missing stationary effect
Fixed Wait Action breaking
Disabled empty breeding goals/plans
Created a wait action for emotes
Removing Goal.CreatedByAGroupBonus
Vital.Simulate now sets CurrentValue to reflect changes to the MaxValue
Deleting various unused scripts in an effort to improve compile times
Conditon and Consideration instance types removed, now call Eval/Score/Response directly through wrappers (edit DSEs at runtime!)
Remove IStatMinipulator, for it was useless
Let's correctly return the value of CappedMaxValue.
Support both absolute and percentage caps.
Need to default cap modifier percentage value back to 100 if there was no cap modifiers applied during Update Modifier pass.
Cap Modifiers should be treated as percentage value of max. So if you want a Cap of 60% of Max Value, you simply add a Cap Modifier with value of 60.
Stat doesnt need to store two lists of modiifers, just switch on MinipulationType
Debug stats list shows modifier count
Updated Stat Manipulator Parameters Drawer to respect the new Cap manipulator (Please double-check this @billowe).
Added CappedMaxValue to Stat, which returns MaxValue + CappedModifierValue (hence will reflect the MaxValue as long as there's no active cap).
Extended enum StatManipulator with the value Cap.
Stat+Modifiers now hold a list of modifiers of the StatManipulator type Cap.
Need and Vital's Current Value now clamps to the range [0, CappedMaxValue].
Stopped them being so happy
in fact let's not start with 0 energy either
Moved animation clips onto their respective EmoteSettingses.
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Atmospheric music data rework, editor, file renames
Moved Emote behaviour to the Emotes module
rerigged rabbit so drives DEF bones like the other animals
Added boost particles
Can only join one mission at a time
Added multiple start points