255,335 Commits over 3,990 Days - 2.67cph!
-fixed bug in GroupedConsideration that returned MoraleInverse to always be 1
We now take the average rather than multiply. We lose some early rejection, but should get better results.
-warmth need was broken and always 0, fixed it to work as intended.
- Stuff I changed this morning and forgot already
DSE return 0 on consideration "fail"
Merge from consideration return
Consideration.Score returns bool, outs float score
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Exposed ScoreForDM flag on goals, plans, and the node vis editor
- Increased interaction radius of Raft
- EntityContainer now checks if the specified entity already belongs to target EntityContainer when performing a transfer
- Added container events for Vehicles so entities are placed in "seat" locations when being transferred to a vehicle EntityContainer
- Added seat locations to Rafts
- Movement now checks valid layers, can't cheat the system and click a land layer the other side of the size and have something walk there :)
- EntityContainerEvents are now fired when an Entity is transfered between EntityContainer
- Start of Controllable stuff
- Other bits
Failure implemented and is now the penalty calculator.
"Cold" Need, aka inverse Warmth
Warmth Need consideration uses new stat, better curve
Added Warmth simulator to StatSimulators.cs
Added Warmth Need, updated stat collections
Reverted to cs#3723 Unit.Animation.cs
Updated island scene, reset waterfall sound pitch
First iteration of penalty (not yet using failure).
3d asset parameter updates
more furious waterfall sound settings
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
Fixed null action in Ability.InitiateChildPlayGroup
Added WetnessConsideration
Renamed the Survival/WarmUp Goal to "Stay Warm & Dry", expanded with plans for finding shelter when it's raining
Fixed UI/PlayerController picking up interactables that they should not (goto so, grazing points, etc)
Building description tweak
Automated Linux DS Build #240
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Automated Windows Build #240
Automated Linux Build #240
* Fixed possible crash/invalid output issues with Entity.GetFlexName() and Entity.GetFlexBounds()
* Fixed SetPos on prop_effect causing its angles to be reset
* GitSync
- Boats kinda work
- Some movement layer mask stuff
- Controls now check if an entity is Controllable, to determine if it can be selected as a unit to control
- Added Controllable script and applied it to People and Raft
added 3rd person animations for character holding rifle
added some code so the camera smoothly follows a target ( useful for when I make videos )
- Added an action call EntityContainer.Transfer() to transfer an entity between two containers
- Started vehicle entity and interctable. Entities are now transfered to a vehicle
- Added BaseInteractable as a way for objects to control what actions are enqueued for itneracting with them
- Added ResourceInteractionle
- Refactored controls to use the new Interctables system and not hardcoded
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible