19,298 Commits over 1,614 Days - 0.50cph!
BestUnitToFormCollectionSelector refactor
Added UnitInCollection Condition
Animal-HerdMovement AI module tweaks
Fixed KnowledgeOverlayWidget not actually filtering out entities that are beyond the max visible distance for the UI to display
Added some stuff for herd fleeing
Herd fleeing fixes and tweaks
Unit effects UI widget animations
set grab damping to 10 to match move damping stop acceleration when dragging and releasing before reached the target
Socials should break now if an invitation is declined and there's only one participant in the social (eg. it's creator).
UnitView/HumanView Update & LateUpdate animation code is gated by TimeManager.GameSpeed
Unit effects UI widget stuff
More camera dampening fuckery
Fixed some bugs related to Socials, things are still a bit broken though.
AI attacking and moving in separate modules
unmuted torso override layers
Don't lerp to 0 timeScale when pausing
removed trigger from a trigger
Started adding moving and attacking to bears
added inCombat False to alert idle transition on animals
Reworking how the Breeding Instigation AI Module works, people only have babies if they like each other (may fuck up animal breeding)
Collaboration boilerplate
Added a HasSentPendingSocialInvitationConditionSettings and applied it to the Goal of Breeding Instigation.
Socials now only hold a single sent invitation (might not fully work as intended yet due to difficulty of testing).
Bypass "can statisticall breed" condition, that it reliably returns true every time, to simplify testing of breeding social.
SpawnPopulationSettings item spawn position offset test
Added some basic Socials debug info to DebugTools entity tab
SocialConditionSettings also checks participant state
BreedingLocationSelectorSettings creates building desires
Removed bad condition from Breeding Response Goal
Removed "flee" button from UnitCommandsWidget
Radial menu works on selected unit again, for dropping items etc
Radial menu can now be used on the ground
Added AbilitySettings.CanTargetSelf
Added a bunch of "Go Here" player command only Abilities
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
More Collaborations/Behaviour Chain Injector work
Destructing a building now has a bit more flavour to it.
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.
moved alert eating and agro around to stop them iterupting attacks
Selectors can now specify multiple Blackboard write keys
Collaboration fiddling
move animal eating to a bool isntead of trigger
removed accidental setting of isEating true
Cursor and camera speed tweaks.
No effect balls created from movement.
fixed error log (deleted and reexported) in human wave fingers anim and readded to human controller
triggerDeconstruct on wood hut building
Cam tweaks.
Removed walk ball.
Added deconstruction parameters to buildings, and removed the old deconstruct interaction from the building data.
Small Wooden Hut is now using the new deconstruct animation trigger.
Deconstruction now waits for an animation callback via the StateMachineBehaviour API, before it destroys the entity, spawn the items and play the visual effects.
Fix fallback always being applied.