201,879 Commits over 4,171 Days - 2.02cph!
Added clientside init for NetworkEntities, enables colliders if present.
Split vehicle interface out into a separate partial class to match this project's coding style
Unit effects UI widget animations
Updated truck painting, no longer uses pixel arrays because they are lame
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
Lighthouse loot spawn setup and LOD cleanup
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
Some network entity cleanup
removed trigger from a trigger
Started adding moving and attacking to bears
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
Moved deferred decals to rendering folder
Retired displacement layer (no longer needed)
Added shader parameter for displacement height to grass shader + material
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
Fixed lighthouse LOD uvs and reduced material number
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
Added renderer device cancel request