19,298 Commits over 1,614 Days - 0.50cph!
Added Deconstruction interaction to all buildings / fences.
Effect tick invokes StatManipulator.OnValueChanged for any manipulators with simulated values
Fixed incorrect ordering of tutorial triggers
hunger - bravery simulator now outputs correct values
Removed "LoadGameFromSubscene" script, cleaned up how the game setup works in editor.
Fixed ManagerSingleton's way of instancing _instance when T can't be found in scene, to prevent possibility of infinite loops.
Added back in the idea to append ManagerSingletons to the GameManager gameobject, but did so in a safe way that can't cause infinite loops.
Working on Social Ritual.
More work on Ritual Social. Added RitualModeType enum in code... should probably look at ways to do this in data (using Definions and Simulators possibly), but this is good enough for a first pass.
Added Amplify Shader Editor beta
isHugging and isMakingLove placeholder anims
improved wood hut ground shape
StatManipulatorParametersDrawer no longer tries to access TimeManager instance properties in Editor code, causing a stack overflow :
Building hooks into TimeManager events
AvatarPostprocessor rename
DebugUtility won't do shit when entering playmode if there's no Zones in the scene
Unit.Animation.FaceTarget tweaking
Nixed energy drain from activities.
Hid emote and ponder from action queue UI.
More work on breeding, though not quite working yet (seeing breeding groups with single participants).
Selection indicator tweak.
Seperated LookAt and FaceTarget into distinct Action types,
Expand/Collapse all in DataBrowserTab (GOTY 2034)
Increased culling ranges for some layers (units, buildings, world)
Refactored UIManager cursor state handling, support for overrides
Added a bunch of logic for cursors states in PlayerController
Effect "Add Conditions" are evaluated in EffectSettings.CanApply
Added BaseBehaviourPlanSettings.CursorOverride field, does what you might expect
Added BehaviourExposureTypes enum, cleaned up how we control Player/AI behaviour exposure
Fixed some Abilties not being correctly evaulated by the player controller prior to populating the radial menu
Disable shadows on unit portait cloned views
simplified tortoise improved rigging to add a ragdoll, athough it behaves oddly and snaps back to spawn point on death
Portait camera post + lighting tweaks
People can only hug other humans, not items, buildings etc.
UIWidgets reset tweener states on Awake
Shader variants
Hug doesn't randomise wait
Hug has a GoTo (Distance 1) action in the chain (might break shit)
Unity 5.4.1
StatManipulator as Definitions boilerplate
Portait widget background tweak
Fixed an editor bug where debug utility would always steal application focus when selecting a Unit
island4 no longer in build list, since it runs like dick
IntVector2 multiplication floors now, this should prevent out of range errors
Projectile cleanup, disabled until use, component check in Combat.PerformRangedAttack
Let declined be declined, not accepted (bugfix).
Projectile uses deltaTime for elapsed time again
Enable Projectile before we fire it
Debug fuckery
Cleaner up GameManager GUI bootstrap when playing directly from a game scene in the editor
Entity.Stats.ApplySkillGain only logs to console when the unit is selected for debug
Fixed KnowledgeOverlayWidget labels not being properly scaled during init
PlayerController now deals with Knowledge Overlay UI elements via IInteractable
Fixed debug tools window sometimes not picking up player selection
Added debug log for selected unit when SetDestination breaks due to GetDestination failing
Debug tools senses overlay improvements