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17,530 Commits over 1,614 Days - 0.45cph!

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