19,298 Commits over 1,614 Days - 0.50cph!
store rock and stick assets
Added stockpiles for rocks and big sticks, interaction position data
Fixed bad deposit action mode for stockpiles
Fixed vertex animation not working when items were removed from a stockpile or machine
let's not automatically set an attacker as a target, even if we aren't attacking them
Stockpile support in PlayerController+Commands.EvaluateSmartObjectInteractions
Tool usage in TakeFromDispenser Action
gave rocks correct name and values
FollowCamera dampening scaled with timescale
Reverted dampening scaler
FollowCamera noramlized distance fixes
Fixed NRE in PlayerController.EvaluateSmartObjectInteractions
Fixed potential missing key in UnitPortraitManager
navmesh path on selected unit when gizmos unit is ticked
improved store models a bit
Rock Stockpiles should take small rocks, not big ones (has room for 100 after all, and fits stockpile rocks better)?
Remove penalties and bonuses to whether we're carrying anything in the fight between gather and deposit goal plans.
Tweak to Wander Alone chance (from 50% to 25%)
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Decision log shows role score for goal plans
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
Disabled navmesh area modifiers on cliff prefab rock objects
Added Combat Component Debug
Weather FX tweaks
Firewood attachment point fix (hands only)
NRE fix in Interrupt Attack.
Combat debug shows current Combat Ability.
Updated post pro, fucking with player settings
Desires can now have a parent Desire
Post processing from asset store instead of github...
Also listen to removal of parent desires
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null
Disabled eye adaptation to see if it fixes these build errors
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries