199,291 Commits over 4,140 Days - 2.01cph!
Some last changes to this branch before it's shelved for the moment.
FOR FUCK SAKE fix wrong door socket on door tiles
FOR FUCK SAKE switch loose canon colour to blue
added on water motif, removed rain event music
FOR FUCK SAKE fix teleport ability fx delay causing it not to appear.....hopefully
Added Unit Targetting component, related AI actions and conditions
Ragdoll receives velocity from navMeshAgent on Unit death
Items can be flagged IsDraggable, preliminary support for attachment using joints
Renamed Hostility conditions for clarity
Tribe+Knowledge.Discover no longer generates activity
Action resharper template
Reverted HumanController mistaken commit
Removed BehaviourGroups and all related systems from the codebase
Added Combat flag conditions to most AI modules
Fixed some null music refs
setup work on wolf and some files from mammoth
Added boost particles
Can only join one mission at a time
Added multiple start points
rerigged rabbit so drives DEF bones like the other animals
Atmospheric music data rework, editor, file renames
Moved Emote behaviour to the Emotes module
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Moved animation clips onto their respective EmoteSettingses.
in fact let's not start with 0 energy either
Stopped them being so happy
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].
Updated Stat Manipulator Parameters Drawer to respect the new Cap manipulator (Please double-check this @billowe).
Stat doesnt need to store two lists of modiifers, just switch on MinipulationType
Debug stats list shows modifier count
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.
Need to default cap modifier percentage value back to 100 if there was no cap modifiers applied during Update Modifier pass.
Support both absolute and percentage caps.
Let's correctly return the value of CappedMaxValue.
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
Vital.Simulate now sets CurrentValue to reflect changes to the MaxValue
Removing Goal.CreatedByAGroupBonus
Created a wait action for emotes
Disabled empty breeding goals/plans
Fixed Wait Action breaking
Added missing stationary effect
Senses.CalculateUnitThreat tweaks
Added some icons
StatTypeSelectionAttribute with support for StatClass exlcusion, drawer updates
Renamed StatModifierTypes to StatMinipulationValueTypes, Percentage and Absolute
StatMinipulatorParametersDrawer updates
VisualFX positioning modes, follow unit head support
VisualFXParmaters inherits DataParameters for id and name
Fixed VFX switch index error
Fixed evaluation targets being exposed when it shouldn't
Added EmotePoolCondition, used by Emotes module...
Order types by name in DataEditor create tab
Target Selectors, breeding AI data (module not assigned to any Units yet)
Updated plugin / bug reporter for non windows platforms