19,298 Commits over 1,614 Days - 0.50cph!
Moved UnitView LOD distance culling values to UnitManagerConfig, so all units use the same global ranges
Rebaked island01 navmesh with legacy baker (+heightmesh)
Enabled NavMeshObstacle components on decor rock prefabs, fixed rock_small_07 not having the correct components
croc radgdoll and hit boxes
People should be more inclined to craft player commanded items now.
rabbit carry anim pose in correct place
UnitSettingsEditor will now add correct view component for the selected UnitClass
Building description improvements
Unit description no longer shows "thinking of" text
Game UI screen tooltip no longer anchored
Fixed animal unit view prefabs having the wrong component
removing a Desire now also removes its fulfillment listener
Various UI tooltip stuff
Rebaked island01 with new baker
Maked icon z order in tooltip
Another unitCollectionView is null required test
Improved Session state handling (added SessionStates enum, events etc)
Got rid of old game over modal, now using the PauseUI
Fixed quit modal popping on gameover
PlayerProgression clears AI unlocks dict in Reset
Moved animator mood set in HumanView so that portrait clones are synced
Trait discovery requires the unit to be selected
Biography only shows discovered traits
Building upgrades support icons, used in radial menu
Fixed tooltips showing shitty default icons
Fixed null effects sometimes finding their way into combat history.
BaseSelectedUnitWidget ignores anything not in the player's tribe
More safety for non tribe selections
Imported google drive stats, dirtied a bunch of assets apparently
Influence is now a default component for all Groups
UnitSpawner adds influence data to the created group on spawn, using the provided territory radius
Reduced chromatic abberation
Adjusted bear and croc territory sizes on island01
Fixed GroupSettings incorrect default influence component type
TerritoryLocationSelector uses Unit.Navigation.IsValidDestination, passing in an exposed sample radius for the NavMesh sample, and only writing a valid destination to Blackboard
Fixed bad usage of VectorUtility.GetGroundHeight and
AI debugger decision log layout fixes
Large/small animal agent types
fixed croc ragdoll (is still shit but not so broken)
OnAnimatinEvent AttackHit
Fixed AnimationRootMotion NaN when game is paused
A bit more informant debug log when in combat.
Fixed AI designer error when removing goal plan that is selected
Added Animal-Idle module, added to all animals
Animal idle module combat flag condition + goal plan break conditions
Buffed wold and bear smell senses, aggression. Humans smell more
Reduced idle module weights on some animals