202,430 Commits over 4,171 Days - 2.02cph!
Current linker usage ported to StatSimulators, used in Vital and Need, algorithims are stored in StatSimulators
Added core stats properties to Agent+Stats for caching
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
Vitals run their simulator after creation in StatCollection and set their current value to max.
BeholdR on player camera prefab
Hunt goal DPL inheritence
Fixed bad rotation on player camera prefab (don't let BeholdR move the camera in sync with scene view!)_
Moved Vital value initialization to Agent+Stats from StatCollection to ensure that all stat simulators can execute properly
- Cappeds shield drop bonus chance to 20%
Added new stats : Bravery, Threat (attributes) and Morale (vital)
Added some basic Morale adjustment math to Unit+Senses, cleaned up some perception code
Added ThreatLevelConsideration which does similar calc to the new code in Senses, scoring target threat level against bravery stats
Added SetUnitSpeed Action and UnitMovementSpeeds enum, plus data in Species Physiology params for the different speeds
Added Exhausted Effects, triggers when Stamina hits 0
Added RemoveEffect Action
Added SpeciesDietTypes and data to species params plus the UnitConditionFilterSet
- Branched for gameobject tests
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Disabled DPL/DSE inheritance stuff in editor until it can be cleanly rewritten
Exposed ScoreForDM flag and considerations in Goal/GoalPlan node view GUIs
Fixed potential NRE in BehaviourChain.PickBehaviourTarget
all building frame blocks working
- Added current room name and level seed to F2 level stats menu
building frame blocks icons
Reverted GameManager changes that broke all the things
Deleted some old un-used/broken test scenes
FOR FUCK SAKE playership fix minimap layer culling
FOR FUCK SAKEtown, adding collision/diplay for minimap
FOR FUCK SAKE town scene
!A shop sign
Added UnitAges and UnitGenders flagging to Item WearableParameters and ItemSettings.CreateWearable
Added island-0004 scene plus Arid biome and terrain config boilerplate
Renamed lots of spawn assets (sorry petur)
Removed BeholdR from default player cam prefab due to suspected lighting bug
FOR FUCK SAKE factory tileset scene
FOR FUCK SAKE rebuilt factory prefab
Fixed starting position issue
Updated FleeFromDanger, now finds a flee destination without using IM
Added ThreatLevel to PerceivedUnitData
Added GroupClass enum, expoed in GroupSettings and used in the Create method to create Group of the chosen type.
Added Herd and Pack Group types
* Bumped Steam.inf version
* Fixed model indices above 2048 not networking to clients properly
Automated Linux Build #170
Fixed bug in StatConsiderationSettingsEditor that was causing selected stats to change
Automated Windows Build #170
Floor frames models, LODs, COLs, Gibs, Prefabs, Icon
Prepare Prefabs
Manifest
Automated Linux DS Build #170
Actually fixed afformentioned editor bug re stat selection
Added a temporary hack to Unit sense code that considers a target visible when within a very small distance (currently 4 units)
Fixed Unit.SetMovementSpeed not working, now uses a StatModifier created internally
Made unit spawning consistent accross the spawer system and debug tools, with proper group inits
backfaced and culled a lot of wild west geo, made combined texture map, unwrapped old objects to new map
Un-idioted the UnitMovement StateMachineBehaviour
Made GoToEntity a bit more sensible, removed movement code from AttackEntity action
Ported senses gizmo shit back to UnitEditor which is now used for Humans too
- WIP "good room to spawn a speed boost in" finder code
Steamworks update (server)
Cowboy - forehand dive WIP
Owl - special move update