19,298 Commits over 1,614 Days - 0.50cph!
Tribe waking up no longer slows down gamespeed
Fixed bad animator bool action in Ability.GoToSleep
StatManipulation modify by percentage of target value shite
Exhaustion effect tweaks
Working on getting cooking working properly with Burning. Somehow fucked up color lerping for no apparent reason... weirdness!
We now start back at the proper start location for testbox.
Some minor changes to Corpse.
More changes/minor-fixes to Corpse.
Removed some crap from TribeStartArea
Fixed radial menu sometimes not opening when interacting with multiple entities (UIWidget active state managed cleanly in coroutine to avoid input conflicts)
Radial menu refresh WIP, not working yet
Carnivores now take fire into account when choosing hunting targets
Removed force evaluation stuff from PlayerController.MouseOver
PlayerController.TickRaycast checks hoeveredInteractables.Count when dealing with UI elements
Hacky RMB usage gate in RadialMenuWidget
Forgot to reset said gate
RadialMenuWidget implements IPointerEnterHandler, IPointerExitHandler for more robust handling of click-to-close
Social Need + Energy part of collabroation/socials scoring
Burned corpses (and color transitions in general) now actually works for corpses.
Added a modifier to Corpse that changes based on the state of the corpse. 1 when Fresh or Skinned, 0.5 when Cooked, 2 when Burned and 4 when Rotten (decays faster then).
Changes to stat manipulation
Hacked a fix for weird compile shit
Moar stat manipulation tweaks
When a corpse is removed from the fire, we should probably stop the cooking process.
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
Migrating AI data back to assets. Existing data and code is unaffected.
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
Initial implementation of "Carrying Weapon" bravery boost
some missing target filtering data
updated herbs and put them in temperate
these said they had changed \o/
readded the foxgloves to the spawn population as somehow the link was broken
tweaks to threat calculations
added resources instead of view models (thanks seb!)
more bug fixing with help of seb
hand axe model for hand axe instead of knife
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
IsWithinPerceptionRangeSettings tweak
Removed BaseEntity arg from Stat constructor
IsWithinPerceptionRangeSettings dummy stat instances
Fixed WithinJoggingPerceptionRange causing NREs in OnEnable
GUI tweaks, typos and shit
Default to ultra quality settings so that no one playtests the game and complains that it looks like a dog's anus
Tribe create scene
Removed debug logs
Effect simulation fuckeries
Notifications widget fuckery