200,010 Commits over 4,140 Days - 2.01cph!
run sound on run
merge... - run sound on run
merge...
Dreadora - block out forehand/backhand anims
Dreadora - block out forehand/backhand anims
Reverted Entity equality members that broke basically everything
Reverted UDM change we don't need
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible
- 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
- 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 3rd person animations for character holding rifle
added some code so the camera smoothly follows a target ( useful for when I make videos )
- 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
- Boats kinda work
- Some movement layer mask stuff
* Fixed possible crash/invalid output issues with Entity.GetFlexName() and Entity.GetFlexBounds()
* Fixed SetPos on prop_effect causing its angles to be reset
* GitSync
Automated Linux Build #240
Automated Windows Build #240
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Automated Linux DS Build #240
Building description tweak
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)
Fixed null action in Ability.InitiateChildPlayGroup
Flattened water.
Switched AO to gbuffer so that it doesn't crap all over water/particles.
more furious waterfall sound settings
3d asset parameter updates
First iteration of penalty (not yet using failure).
Updated island scene, reset waterfall sound pitch
Reverted to cs#3723 Unit.Animation.cs
Added Warmth Need, updated stat collections
Added Warmth simulator to StatSimulators.cs
Warmth Need consideration uses new stat, better curve
"Cold" Need, aka inverse Warmth
Failure implemented and is now the penalty calculator.
- 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
- Added container events for Vehicles so entities are placed in "seat" locations when being transferred to a vehicle EntityContainer
- Added seat locations to Rafts
- Increased interaction radius of Raft
- EntityContainer now checks if the specified entity already belongs to target EntityContainer when performing a transfer
Exposed ScoreForDM flag on goals, plans, and the node vis editor
Nuked some old un-used considerations and a random blank script, tweaked debug view to show Needs, then Vitals then Attributes
Consideration.Score returns bool, outs float score
Merge from consideration return
DSE return 0 on consideration "fail"