200,017 Commits over 4,140 Days - 2.01cph!
More InteractionPosition fiddling
RadialMenuWidget playing close sound on init
In the middle of character conversion. Everyting is broken so using a different temporary branch.
DSE drawer tweaks (element counts, expansion locks when element count > 0)
clamp base values of stats after effects ticking
Caching almost everything now.
Simplifying and refactoring
More in-progress character work.
Mergins character work back in.
updated stick model with more angled ends to try and stop it deciding to stand upright instead of lying down
switching happens exclusivly in its own layer to stop it getting cut off or playing twice
Working on Collaboration Effects.
Collaboration Request now tracks whether a collaboration is Complete or Broken, rather than Used.
Collaborator States in a Collaboration Request can now achieve the state of Finished.
Handling when Collaborations break a bit better.
TribeCreateUI tweaks, clothing options toggles can be optional
IsWithinPerceptionRangeSettings fixes
Added more robustness to looking up the unit of an action chain in Collaboration Request Complete/Break handling.
Added more robustness to looking up the action chain of a unit in Collaboration Request Break handling.
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Fixed lighthouse vertical spawn position.
Fixed lighthouse vertical position
latest tortoise, still broken
CollaborationEffects can now hold multiple effects per entry (that we can apply both mood boost and love boost with the same effect profile).
Hugs now provides mood boost and love boosting, or sadness and hate boosting when declined...
Social Effects now can take multiple effects per effect profile.
Basic Collaborations Editor, positional data for recipients
hair colour edits because so much brown
Fixed Collaborations.SentRequest lifetime/expiry still ticking regardless of request State
Tweaks the Collaborations response API for better book keeping
Experimental, and likely fuckery inducing collaboration NavMeshObstacle blocker + positioning tests
All AI Modules have the sleeping == false condition for now
latest ragdolls but not a fix for tortoise spawning dead
added ragdoll to young boars
Breeding Collaboration now grants Collaboration Effects.
Cleaning up debug tools spawner stuff
Stats import
Expose stats params in UnitSettingsEditor
Disabling InteractionPosition and Collaboration obstacles to confirm if they affect UnitView rotation calc issues...
Allow empty action chains
Waking up from sleep now uses an AI based approach
AnimationTagState fiddling
put nan check in on lookat quat to fix error that seems to be popping up a lit
removed head look at target if inCombat
temperate and tropical bird sfx