17,530 Commits over 1,614 Days - 0.45cph!
Fixed interaction settings wrapper being a dick
Added basic implementation of single select controller + follow only camera
- Added Aggression Attribute
- Updated all Units with Aggression settings from Google Sheets
- Terriotory Consideration Settings now takes Unit's Aggression into account, when calculating confidence / score.
- Morale now takes Unit's Aggression into account, when calculating fear.
- Intruders in Territory now has the condition that target must not be of same species.
Fixed rect selection showing in single unit controller mode
Started work on a more generic tooltip system
Moved crafting to a modal popup with the building button
BuildingMenuWidget becomes UnitCommandsWidget
UI utility and cleanup
Tab to cycle selected tribe member
sprint is no longer crazy and exhausted wont play at super speed
Added a first iteration of herbivore flock fleeing.
Started cleaning up Combat and splitting into partials
Added animation event timeout to Combat
Fixed TooltipWidget double serialization
Improved TooltipWidget positioning/alignment/anchor handling
Deleted a bunch of old ingame debug UI crap
VicinityEfffect NRE catch
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
stopped exhaust idle getting stuck
Modified DSE calculations for a better average score based on contribution amounts
People are more likely to gather desired items rather than harvest them
Some minor touch-ups to DSE refactor. Looking good!
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
Added herbivore combat module, added to relevant Units data
Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains
Removed crafting from unit radial
Removed "is global" flag from base behaviour data
Removed Abilities from AgentParameters, UnitSettingsEditor
AbilitySettingsEditor fix
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
Fixed bug causing hunger spam.
Corpse animation event method cleanup/clarity renames
Unit.Senses.CanPerceive overloads
TaskWidget Animator assignment
GUI scene save
Added CanPerceieveTarget Condition
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added perception checks to various combat AI goals, plans and abilities
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
Reverted accidental controller change
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
trying to add skinning to deer corpses but unable to make it despense hides
added hide view model
added generic clothing item view model and assigned it to clothing items
updated default importer settings to auto turn on colliders in item meshes
Removed EntityTooltipWidget, functionality ported to TooltipWidget
WaitForUnitFlagChange EndImplementation fix
Tooltip alignemnt stuff
Tooltip screen pos entity fix
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
check in of missing wolf anims
More robust flock fleeing based on when a group member is hurt.
all dem ui graphics files
Started adding reactions to being attacked by an unperceived attacker
Fixes and debug logs for FollowTarget SetDestination stuff
changed spear to look less like a big stick and more like something thats been crafted
stopped animal exhausted and injured animation from being applied when the unit is moving more than 3 units per second so you dont get turbo limp as it decelerates from sprinting
Was getting NRE on building finished (state's listener function was null), so rather than letting each individual thing remove itself from the event, the even now removes all listeners after invoking OnBuildingFinished.