19,298 Commits over 1,614 Days - 0.50cph!
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
Apprently argument names fucked the compile
Effect descriptions only generated on demand
Effects data tweaks
Removed unnecessary cooldown from Combat
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
Hopefully fixed units not correctly being removed from the perceived units list
FIlter sets data doesnt use a base type, added dropdown field attributes for data types
Commented out combat ability selector debug
Added a timestamp to GPV change debug log
Spawn population/handler tweaks. FishTest spawner
Renamed smartobject_test to Testbox
Reorganised scenes folders a bit
Deleted some old test scenes
NavMeshAgent radius now set in data.
Base Attack Range cannot be smaller than the NavMeshAgent radius.
Herd animals now form collections if they can't find one to join
Agent comments re player behaviour additive override
IsWithinPerceptionRangeSettings assignment fix
Unit Feels Threatened perception tidy up
UnitCollectionEditor tweaks
Added Deer collection
Dropdown attributes on some unit ecology data fields
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max.
Added exponential and inverse exponential functions.
Fixed Unit.Items.TryStowHeldItem returning false when it shouldn't
"Select Weapon to Stow" checks whether the item is held
Removed arm and head attachment points, added secondary back slot
Human prefab updates
Emotes.ChangeClip bool assignment commented out
SceneSaveHook fixes
More scene orgnisation
Making sure all animals have groups
SceneSaveHook fix and BuildSettings updated
Fixed some shitty editor layout with asset dropdowns and stat type selections
Fixed Tortoises being spawned improperly, added some hand placed spawns to island01
SpawnPopulationSettings supports Units properly
Removed old Unit spawns data
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BaseEntity physics toggle optionally ignores triggers
Remove Social restrictons from SocialRoleDefintion
tortoise model and animation improvements
updated buildings to be the same scale (~1 instead of 0.01) and all use the same animation controller system
ActivityManager holds an ActivityTypeDefinitions asset, acting as a database for enum data mapping (activity string templates, namely)
Some Reproduction cleanup, added Activity generation for pregnancy
Fixed UnitSettings.Create not adding the Unit to the created group when none is supplied
Keywords stuff
cough anim with triggerCough
freezing hot and cold emotes
Fixed Triggers grouping in DataBrowser
ActivityNotificationsWidget no longer uses a Queue, always shows newest notfiication on top
ECS tick only removes old components once a complete tick has been completed
Don't tick components on destroyed entities
EntityManager.Tick tweaks
Correcting articles in front of vowels. Untested for now, and unsure whether we really want to do this (as it proved a wee bit complex), or if we just want to have a keyword for it instead... Hence I branched it.
Cleaned up some Triggers.
Added crossfade to MusicManager.
Added TribeActivityTrigger, TribeMemberActivityTrigger. Replacing ActivityTrigger
Desire related mood Effects no longer expoed to player
Music now fades out rather than crossfades, and other music tweaks
Effect descriptions keywords support
People who eat mushrooms in they find in the woods no longer wander around looking at their hands long after the effects have worn off.
Reproduction data tweaks for testing, minor ticking cleanup
Perception refactoring and senses trigger
Fixed babies not being correctly spawned and held by the mother after birth
Reproduction data tweaks for most animals