19,298 Commits over 1,614 Days - 0.50cph!
Removed Scene component, we don't need it anymore
Tribe create scene fiddling, camera tweener
Touched most scenes (removing component)
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation).
UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
If we're feeling aweful, we might have hateful thoughts about someone.
DataBrowser: Interactions grouped by restriction
Interaction : Add To Machine is now player command restricted
AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
Fixed player commanded click dirt FX sounds not playing (BEFORE-477)
VisualFX can now override volume and pitch for their sounds
VisualFX picks random sound from the list of clips on each play, not just in Setup
Removed GenericEntity (was only used for player commanded "goto" smartobjects)
Replaced player movement command with an Ability that reads from Blackboard Position
Made it so skill / chance to hit and distance to target (modified by our chance to hit) affect our trajectory / accuracy when using ranged weapons. Certainly needs more testing, but looks decent at low skill levels with the bow.
Added two new Skills : Skinning and Leatherworking
Bags are now craftable (starting pool) using Leatherworking
Fixed NestedEditorDrawer not showing AssetMenu label
Fixed NestedEditorDrawer's create form spitting errors and saving assets to root folder
Unique corpse item for Bears (no longer carryable)
music in transition to game should fade now
Tribe create camera movement tweaks
Grid glypicon for editor
started adding Grid Data Definition class
Fixed NREs caused by zone init order
Fixed UnitPortaitWidget NRE
Added Scenes > Menu, UI, Testbox option
Grids use definitions now
Fixed some out of range exceptions
CombatAlgorithms.CalculateDPS doesn't use chance to hit in it's scoring, for now
Fixed NREs triggered by tribe create hair color choice buton
Corner mood ball becomes vignette
Fixed tooltips not working when no Unit is selected
Added consideration for threat at target's position
Prevent Super Detailed Grid Definition's fixed array from getting flooded in testbox.
Experiment with giving projectiles influence to group of last holder, so that throwing a spear that lands right next to an animal will actually make the animals react. This should probably use an effect that adds a temporary influence rather than permanent influence.
Let's gain 10% of skill gain when we miss things with projectiles.
Fixed a bug in combat that caused projectiles hitting an unintended target to damage the intended target instead.
Added basic projectile impact spherecheck + effect application test
Made it so that with each miss, we have a slightly higher chance to hit the target (in ranged), so that if the rng god hates us, we can't miss indefinitely. Right now the max number of times we can miss until we'll ensure a hit is 20 (well, if the trajectory calculations are spot on that is).
TooltipWidget cleanup, tweener
Removed sounds from Combat-Alert Effect, replaced with UnitSoundType : Alert
Cleaned up effects data bit, can now specify UnitSoundType to play on application, rather than tying that to the VisualFX params
Setup sounds for Alert UST in Human data
Fixed some UI shit
may not have saved some data
Threat map is now global, and allows for sampling highest point within a rect
Let's not attempt to cast things in BlackboardData.Set
DM profiler hook for selector decisions
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.
Fixed freeze gamespeed toggle not working
Added threat considerations to a bunch of places in the AI
Removed curve stuff in stat manip
Felt a bit like the max possible trajectory miss modifier was a bit too big, reduced it a wee bit.
Bravery bonus when starving WIP
Deconstruction of buildings must be Exclusive interactions.