19,298 Commits over 1,614 Days - 0.50cph!
Fixed Quiver being wearable
Fixed WorldManager cleaning up items it should not
Added override layer to animal controller, fixes deer running while held
Human controller override layer for carried anim
Fixed UnitView ragdoll toggle fucking with physics on nested item views
hunting testbox added to menu
set IsActive on pickUpEventData when picking up to container
Cleaning up animator state tag events, item callbacks
Fixed ammo not actually being removed
Unit weight tracking is done in the UnitAttachments component
Data fixes
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Data (validated all goal plans, adding new fields)
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
let's consider the target's health when selecting a hunting target
On second thoughts, let's not do that...
convenience method for clearing target, desires etc. when issuing player commands
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
HasDesireSettings Evaluate overload
Added some food and plants for recipes
- Tribe spawner and controller cleanup
- AI tribe in testbox
- Bypass player AI unlock conditions for non player-controlled entities
Fire smoke bigger, visible from distance
Fixed TribeSpawners spawning twice
Don't tick playerController in free cam
Dynamic FOV updates model constantly unless set to blend by distance
PlayerCamera.ActiveModuleType fix
Combat ability debug logging and potential fixes for some combat issues
Fixed buildings created from pre-existing views in the scene not being properly set up
Fixed bad profiler sample in ItemAttachments
Disabled interaction position block check for testing
Unrestricted entity selection should work
fire should now contribute to threat
- Fixed missing EntityComponent persisted data type
- Version++
Animals are now scared of fire
Group diplomacy component boilerplate, components cleanup
Diplomacy relations used in hostility checks
Diplomacy component hooks into entity manager events to create or remove relations data