17,530 Commits over 1,614 Days - 0.45cph!
Lets only clean up the dead after Post state of sim tick
Moved tick of Effects away from Sim Tick.
Fixed moving to target Abilities not having access to current combat ability
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
UnitCollection now has a proper data type (UnitCollectionSettings)
Unit collections tab in data editor
Fixed bad field instantiation in UnitSettings
Removed another range check for ranged abilities
Trigger radius for senses should be a bit smaller now
UnitSettingsEditor NRE fix
Added generic unit collection settings,
Fixed TakeFromDispenser not allocating state array on enable
Actions : TakeFromDispenser waits for callback instead of ending, when it should
Fixed shitty view management bugs
first pass sneaking anims
Effects component removes all active effects in PreDestroy
Unit.Items.OnPickedUpItemCallback now properly tests picked up items against existing unfufilled Desires
VisualFX FollowUnitHead positioning mode ignores rotation
Fixed entity view creation not properly zero-ing assets
Fixed issues with projectile VisualFX
fixed broken building views and added missing interaction positions to mud hut 01
This "should" be more correct handling of flee destination (it can now fail).
Some small touchups to Morale and fleeing.
Removed AlwaysWin condition from some AI data (not needed anymore)
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
Added a couple of debug logs to try to catch this combat bug
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Animation/Navigtation state callback changes
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Projectiles ignore collisions with their shooter
UnitVIew assigns hitbox.Unit during Setup
Projectile NRE fix + comments
Navigation destination reached callback revert
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Fixed VicinityEffects not creating their triggers on the correct layer
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup)
ActionChain executes actions marked for ExecuteOnBreak... on break!
Added regaining stamina ability and AI
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness