19,298 Commits over 1,614 Days - 0.50cph!
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
Added a couple of debug logs to try to catch this combat bug
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Animation/Navigtation state callback changes
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Projectiles ignore collisions with their shooter
UnitVIew assigns hitbox.Unit during Setup
Projectile NRE fix + comments
Navigation destination reached callback revert
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Fixed VicinityEffects not creating their triggers on the correct layer
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Added regaining stamina ability and AI
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Fixed interaction settings wrapper being a dick
Added basic implementation of single select controller + follow only camera
- Added Aggression Attribute
- Updated all Units with Aggression settings from Google Sheets
- Terriotory Consideration Settings now takes Unit's Aggression into account, when calculating confidence / score.
- Morale now takes Unit's Aggression into account, when calculating fear.
- Intruders in Territory now has the condition that target must not be of same species.
Fixed rect selection showing in single unit controller mode
Started work on a more generic tooltip system
Moved crafting to a modal popup with the building button
BuildingMenuWidget becomes UnitCommandsWidget
UI utility and cleanup
Tab to cycle selected tribe member
sprint is no longer crazy and exhausted wont play at super speed
Added a first iteration of herbivore flock fleeing.
Started cleaning up Combat and splitting into partials
Added animation event timeout to Combat
Fixed TooltipWidget double serialization
Improved TooltipWidget positioning/alignment/anchor handling
Deleted a bunch of old ingame debug UI crap
VicinityEfffect NRE catch
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
stopped exhaust idle getting stuck
Modified DSE calculations for a better average score based on contribution amounts
People are more likely to gather desired items rather than harvest them
Some minor touch-ups to DSE refactor. Looking good!
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
Added herbivore combat module, added to relevant Units data
Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains
Removed crafting from unit radial
Removed "is global" flag from base behaviour data
Removed Abilities from AgentParameters, UnitSettingsEditor
AbilitySettingsEditor fix
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
Fixed bug causing hunger spam.
Corpse animation event method cleanup/clarity renames
Unit.Senses.CanPerceive overloads
TaskWidget Animator assignment
GUI scene save
Added CanPerceieveTarget Condition
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added perception checks to various combat AI goals, plans and abilities