199,201 Commits over 4,140 Days - 2.00cph!
Added archery skill to Human
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added networking items to city scene
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Units play deselect instead of shrug sound on commands
Fixed fleeing destination calculations being performed on destination rather than direction
improve deer ragdoll (still not great)
fixed arrow rotation
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
Fixed stupid double destroy
Hopefully fixed some projectile issues in Combat
More combat projectile tweaks
I think I missed this file from last checkin
More projectile / combat event tweaks
PlayerController move command FX
BehaviourPlanSettings player command FX support
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
More dicking around with combat
Only invoke BehaviourChain.OnElementAdded when parameter is passed
Some clickorder files (nothing assigned yet, hold thy horses)
Set spear throwing anim to correct one (hopefully)
PerformRangedAttack NRE catch with throwing weapons
Unit.Items.IsHolding, Combat.OnPickedUpItem tweak
smartobject_test wall layer fix
Unsetting active combat ability when unequipping weapon
Don't recalculate decision score when adding to existing player instigated goal/behaviour chain
Reset UnitBehaviourWidget on goal completion
Renamed Agent+Goals partial and methods to Agent+Behaviour
PlayerController tweaks (don't remove sleeping flag when adding to unit's) behaviour chain
Desire tinkering