197,429 Commits over 4,110 Days - 2.00cph!
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied
Relationships.OnOtherUnitDied TODOs re thresholds and event perception
StatManipulatorParametersDrawer tweaks
Fixed a bunch of bad effects stat minip data
Automated Windows Build #426
Automated Linux Build #426
* Added CNavArea.__eq
! GitSync - TTT changes, panel cleanups
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
StatManipulatorValueSimulators dummy class
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now.
When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API
Small sticks can be stacked and carried in bundles of 4
UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop)
Right clicking on a selected unit no longer shows a radial menu for carried item interactions
Renamed ToolType FishingRod to FishingSpear
place_building sfx levels
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
FOR FUCK SAKE playership prefab, setting up loop/prewarm on shield particle
Moved invulnerability effect triggering to code
Rebuilt player prefab, linking to Invuln effect
Enemies will no longer move to within 300 units of a door when the player isn't in their room
Halved the health of all turrets
Rebuilt prefabs
Make pregnancy and baby age use DateTime and tick more often than OnDay.
Network conversion in progress
Fixing/hiding a few warnings
Broke the camera I think. Reverting to the original.
Starting conversion of car scripts to use the networking system
Removed some debug state behaviours
Restored missing attack state behaviours
Moved project trajectory calc a bit so it's easier to debug when things go wrong
Compile fix
Projectiles use fixedDeltaTime
Combat debug when calculated projectile velocity is nan
Debug logging in ItemActions
Removed some missing components from TOD prefab
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
HumanController.Combat attack state transition consistency
Animation debug logs for debug selected units
Fixed NRE related to tooltips
GPV slot debug doesnt require decision logging to be enabled
Foldable combat ability drawer
Added a Dummy spawn to testbox
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes
Killing warnings (unless they look relevant to recent work - i.e. Building editor) by fixing them. Making it easier to see if *I* mess something up.
Killing warnings from TOD plugin. Figured "that shit" out.
Splitting vehicle controller out into a generic vehicle base plus a car-specific subclass. Fixed missing shader ref on Bloom.