19,298 Commits over 1,614 Days - 0.50cph!
Moved item decay boilerplate to a component
Fixed combat accuracy calculation to not be derpy.
Camera mode can be toggled with B key.
follow camera returns if the target is null
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
Wearable no longer implements ITickable
Player prefab, some follow camera field NonSerialized attribs
Disabled follow camera tilt, now only adjusted via zoom curve.
Added movement input follow offset test
Disabled offset in FollowCamera
tweaked territory AI thresholds to avoid territorial animals being stuck in a return to territory loop
Belief system boilerplate
Started adding Hunt Desire
Hunt desire creation from radial
More changes to make hunt desires work.
AI for hunting in area WIP.
People now go to a desired hunting area (but don't do anything yet)
Basic somewhat janky implementation of hunting in area
clear combat target also clears kill desires
thrown rocks will now actually fall to the ground
Let's not divide by 0 when calculating combat related skill gains
bear root motion fix and also make sure attacks finish before starting the next one
optimised animationrootmotion.cs slightly
changed values to make human turning a bit smoother
Follow camera offset fiddling, still shit
Moved desire creation params to BehaviourChain wrapper
Follow camera offset clamp fuckery
Hacky building interaction ownership system
grab move on follow camera
Added TimeSinceEffect trigger
Added test Hypothermia illness effect, increasing chance to trigger after 30 minutes of having the Freezing effect
Sleeping in building has higher priority than any other goal plan in the human sleep module
Follow camera zoom distance reduced
Zoom and FOV tweaks
UI hotspots no longer update when the cursor is hidden
FreeCamera.NormalizedDistance is clamped
UI toolbar shows widgets, added isolate and show all buttons
Opening the radial menu pauses time
tidied up the human view spine movement a bit, still needs more supporting work to get combat looking better
Added intention generation methods for Building Stockpile component, also ItemContainer case impl
Added interactions for Stockpile and ItemContainer deposit (blackboard + intention variants as per existing patterns)
Added override goal plans list + drawer
Fixed buildings that don't require construction or any materials not being correctly set to finished state when placed
quick stockpile meshs for mud and pins and removed collision from fbx import so data can build it
Stockpile related conditions, WIP AI
Removed GoalPlanVariantSlotType.Either
Trying out ignoring the current goal plan when scoring